Einheit IAP nicht initialisieren

Ich benutzt die Einheit "Käufer script"(In der Einheit der IAP Beispiel) zu testen IAP ist, aber Sie tun nicht initialisieren auf dem Handy während der Prüfung, auch wenn Sie nicht initialisieren und übergeben Sie den editor. Ich verstehe den Unity Editor immer geht IAPs das bedeutet also, dass ich nicht einen Schritt irgendwo auf der Apple Seite. iTunes connect besagt, dass IAPs muss eingereicht werden, mit dem app-update, so dass ich nicht sehen, wie ich konnte, einzeln erstellen Sie die in-App-purchase über iTunes Connect für den Test. Kann mir bitte jemand helfen zu verstehen, wo ich von hier aus gehen zu können, initialisieren und verwenden Sie die IAPs? Alle Hilfe wird sehr geschätzt.

HINWEIS: dies ist ein update für eine app, die KEINE IAPs enthalten. Auch habe ich sichergestellt, dass mein Produkt-ID abgeglichen, die in meinem Skript.

Zusammenfassung:

  1. IAPs Arbeit im unity-editor, nicht auf dem iPhone
  2. Habe ich die in-App-purchase über itunes verbinden und es hat einen passenden Produkt-ID, wie die in mein script, das ist die Einheit, die-sofern der "Käufer Skript"
    (Hier abgebildet: https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game)
  3. Fehler bei der Initialisierung der Kauf, ist es zu Versagen.

Käufer-code:

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;

//Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, one of the existing Survival Shooter scripts.
//namespace CompleteProject
//{

//Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
public class Purchaser : MonoBehaviour, IStoreListener
{

    private static IStoreController m_StoreController;                                                                    //Reference to the Purchasing system.
    private static IExtensionProvider m_StoreExtensionProvider;                                                         //Reference to store-specific Purchasing subsystems.

    //Product identifiers for all products capable of being purchased: "convenience" general identifiers for use with Purchasing, and their store-specific identifier counterparts 
    //for use with and outside of Unity Purchasing. Define store-specific identifiers also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)

private static string kProductIDConsumable = "RyanCbuy100G";
private static string kProductIDConsumable2 =    "RyanCbuy200G";                                                         //General handle for the consumable product.
private static string kProductIDConsumable3 =    "RyanCbuy300G";    
private static string kProductIDConsumable4 =    "RyanCbuy400G";


private static string kProductNameAppleConsumable =    "RyanCbuy100G";             //Apple App Store identifier for the consumable product.
private static string kProductNameAppleConsumable2 =    "RyanCbuy200G";             //Apple App Store identifier for the consumable product.
private static string kProductNameAppleConsumable3 =    "RyanCbuy300G";     
private static string kProductNameAppleConsumable4 =    "RyanCbuy400G"; 




    void Start()
    {
        //If we haven't set up the Unity Purchasing reference
        if (m_StoreController == null)
        {
            //Begin to configure our connection to Purchasing
            InitializePurchasing();
        }
    }

    public void InitializePurchasing() 
    {
        //If we have already connected to Purchasing ...
        if (IsInitialized())
        {
            //... we are done here.
            return;
        }

        //Create a builder, first passing in a suite of Unity provided stores.
        var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());

        //Add a product to sell /restore by way of its identifier, associating the general identifier with its store-specific identifiers.
        builder.AddProduct(kProductIDConsumable, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable,       AppleAppStore.Name },});//Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable2, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable2,       AppleAppStore.Name },});//Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable3, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable3,       AppleAppStore.Name },});//Continue adding the non-consumable product.
        builder.AddProduct(kProductIDConsumable4, ProductType.Consumable, new IDs(){{ kProductNameAppleConsumable4,       AppleAppStore.Name },});//Continue adding the non-consumable product.
        //Kick off the remainder of the set-up with an asynchrounous call, passing the configuration and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
        UnityPurchasing.Initialize(this, builder);
    }


    private bool IsInitialized()
    {
        //Only say we are initialized if both the Purchasing references are set.
        return m_StoreController != null && m_StoreExtensionProvider != null;
    }


    public void BuyConsumable()
    {
        //Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
        BuyProductID(kProductIDConsumable);
    }

public void BuyConsumable2()
{
    //Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable2);
}

public void BuyConsumable3()
{
    //Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable3);
}
public void BuyConsumable4()
{
    //Buy the consumable product using its general identifier. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
    BuyProductID(kProductIDConsumable4);
}




    void BuyProductID(string productId)
    {
        //If the stores throw an unexpected exception, use try..catch to protect my logic here.
        try
        {
            //If Purchasing has been initialized ...
            if (IsInitialized())
            {
                //... look up the Product reference with the general product identifier and the Purchasing system's products collection.
                Product product = m_StoreController.products.WithID(productId);

                //If the look up found a product for this device's store and that product is ready to be sold ... 
                if (product != null && product.availableToPurchase)
                {
                    Debug.Log (string.Format("Purchasing product asychronously: '{0}'", product.definition.id));//... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed asynchronously.
                    m_StoreController.InitiatePurchase(product);
                }
                //Otherwise ...
                else
                {
                    //... report the product look-up failure situation  
                    Debug.Log ("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
                }
            }
            //Otherwise ...
            else
            {
                //... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or retrying initiailization.
                Debug.Log("BuyProductID FAIL. Not initialized.");
            }
        }
        //Complete the unexpected exception handling ...
        catch (Exception e)
        {
            //... by reporting any unexpected exception for later diagnosis.
            Debug.Log ("BuyProductID: FAIL. Exception during purchase. " + e);
        }
    }


    //Restore purchases previously made by this customer. Some platforms automatically restore purchases. Apple currently requires explicit purchase restoration for IAP.
    public void RestorePurchases()
    {
        //If Purchasing has not yet been set up ...
        if (!IsInitialized())
        {
            //... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
            Debug.Log("RestorePurchases FAIL. Not initialized.");
            return;
        }

        //If we are running on an Apple device ... 
        if (Application.platform == RuntimePlatform.IPhonePlayer || 
            Application.platform == RuntimePlatform.OSXPlayer)
        {
            //... begin restoring purchases
            Debug.Log("RestorePurchases started ...");

            //Fetch the Apple store-specific subsystem.
            var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
            //Begin the asynchronous process of restoring purchases. Expect a confirmation response in the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
            apple.RestoreTransactions((result) => {
                //The first phase of restoration. If no more responses are received on ProcessPurchase then no purchases are available to be restored.
                Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
            });
        }
        //Otherwise ...
        else
        {
            //We are not running on an Apple device. No work is necessary to restore purchases.
            Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
        }
    }


    // 
    //--- IStoreListener
    //

    public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
    {
        //Purchasing has succeeded initializing. Collect our Purchasing references.
        Debug.Log("OnInitialized: PASS");

        //Overall Purchasing system, configured with products for this application.
        m_StoreController = controller;
        //Store specific subsystem, for accessing device-specific store features.
        m_StoreExtensionProvider = extensions;
    }


    public void OnInitializeFailed(InitializationFailureReason error)
    {
        //Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
        Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
    }


    public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args) 
    {
        //A consumable product has been purchased by this user.
        if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));//If the consumable item has been successfully purchased, add 100 coins to the player's in-game score.
        inpMoveH i = new inpMoveH();
        i.addGold (50);
        //UpdateGoldScript updater = new UpdateGoldScript ();
        //updater.updateGold ();
        }

        //Or ... a non-consumable product has been purchased by this user.
        else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable2, StringComparison.Ordinal))
        {
            Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (100);
    }//Or ... a subscription product has been purchased by this user.
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable3, StringComparison.Ordinal))
    {
        Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (250);
    }
    else if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable4, StringComparison.Ordinal))
    {
        Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
        inpMoveH i = new inpMoveH();
        i.addGold (1000);
    }
        //Or ... an unknown product has been purchased by this user. Fill in additional products here.
        else 
        {
            Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));}//Return a flag indicating wither this product has completely been received, or if the application needs to be reminded of this purchase at next app launch. Is useful when saving purchased products to the cloud, and when that save is delayed.
        return PurchaseProcessingResult.Complete;
    }


    public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
    {
        //A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing this reason with the user.
        Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}",product.definition.storeSpecificId, failureReason));}
}

XCODE FEHLER:

m_StoreController IS NULL.

 Purchaser:IsInitialized()
 Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

m_StoreControllerProvider IS NULL.

Purchaser:IsInitialized()
Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

ReturningFalse
Purchaser:IsInitialized()
Purchaser:InitializePurchasing()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

2016-06-12 11:56:32.106 RC1[254:9485] UnityIAP:Requesting 4 products
2016-06-12 11:56:32.118 RC1[254:9485] UnityIAP:Requesting product data...
2016-06-12 11:56:32.866 RC1[254:9485] UnityIAP:Received 0 products
2016-06-12 11:56:32.870 RC1[254:9485] UnityIAP:No App Receipt found
Unavailable product RCbuy100Gold -RCbuy100Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String,  String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy250Gold -RCbuy250Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy650Gold -RCbuy650Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unavailable product RCbuy1000Gold -RCbuy1000Gold
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

OnInitializeFailed InitializationFailureReason:NoProductsAvailable
Purchaser:OnInitializeFailed(InitializationFailureReason)
UnityEngine.Purchasing.PurchasingManager:CheckForInitialization()
UnityEngine.Purchasing.PurchasingManager:OnProductsRetrieved(List`1)
UnityEngine.Purchasing.AppleStoreImpl:OnProductsRetrieved(String)
UnityEngine.Purchasing.AppleStoreImpl:ProcessMessage(String, String, String, String)
UnityEngine.Purchasing.Extension.UnityUtil:Update()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

2016-06-12 11:56:32.887 RC1[254:9485] UnityIAP:addTransactionObserver
m_StoreController IS NULL.

Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
UnityEngine.Events.InvokableCallList:Invoke(Object[])
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
    UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

m_StoreControllerProvider IS NULL.

Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
UnityEngine.Events.InvokableCallList:Invoke(Object[])
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
   UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEve ntData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ UnityEngineDebugBindings.gen.cpp Line: 37)

ReturningFalse
Purchaser:IsInitialized()
Purchaser:BuyProductID(String)
UnityEngine.Events.InvokableCallList:Invoke(Object[])                UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
   UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()

(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/ UnityEngineDebugBindings.gen.cpp Line: 37)

BuyProductID FAIL. Not initialized.
Purchaser:BuyProductID(String)
UnityEngine.Events.InvokableCallList:Invoke(Object[])
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject,     BaseEventData, EventFunction`1)
  UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchPress(PointerEventData, Boolean, Boolean)
UnityEngine.EventSystems.StandaloneInputModule:ProcessTouchEvents()
UnityEngine.EventSystems.StandaloneInputModule:Process()
Ich habe einen Blick auf den Beispiel-code in der URL, die Sie zur Verfügung gestellt... können Sie nach dem code, der mit den Purchaser Objekt? Zum Beispiel - es sieht aus wie void BuyProductID(string productId) wird scheitern, weil IsInitialized() ist false... haben Sie genannt public void InitializePurchasing()? Haben Sie trat durch das nennen? Diese Methode ruft auch IsInitialized() - hat es zurück true im Aufruf InitializePurchasing()?
Bitte check it out @GavinHope
Ich Schätze, dass Sie in diesen suchen btw
Eröffnung der Szene ruft das script zu starten (mit onStart () und klicken auf die Schaltfläche für den Kauf nennt man die buyComsumable Methoden. Jede variable, die nicht consumable1, consumable2, consumable3, oder consumable4 ist nicht nötig, aber ich wollte nicht Durcheinander mit den Dingen zu viel, so ließ ich Sie dort.
bitte posten Sie Ihre Lösung als Antwort, so dass, wenn Sie es zu beheben, ich kann dir den bounty

InformationsquelleAutor Ryan Cocuzzo | 2016-06-09

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