WebFeb 10, 2024 · Solution 1. I edited your question so that it had indentation. When I did that, the issue became immediately apparent - after the InitializePurchasing method, you close … WebApr 16, 2024 · I have not modified the codeless code. I am using the IAP button to initiate the purchase, and the IAP Listener to handle the success and failure callbacks. This setup works when testing using Xcode and sandbox testers. But when the same app is tested through Testflight, it will always return PurchaseFailureReason:Unknown. P.S.
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WebFeb 9, 2024 · GooglePlay - Added a validation when upgrading/downgrading a subscription that calls IStoreListener.OnPurchaseFailed with PurchaseFailureReason.ProductUnavailable when the old transaction id is empty or null. This can occur when attempting to upgrade/downgrade a subscription that the user doesn't own. Assets 2. WebMar 9, 2024 · Unity IAPurchase Revoke on Google Store. I am using a non-consumable product to switch off ads for good, after purchasing. When users buy pro everything works fine. Ads are switched off, also autorenewal in google store works fine after the user reinstalls the app. My problem starts when the user wants a refund. tinley golf show 2022
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http://www.vfkjsd.cn/unity3d/ScriptReference/Purchasing.Extension.PurchaseFailureDescription-ctor.html WebJan 28, 2024 · Also caught "PurchaseFailureReason: Unknown" a few days ago and start catching from now on, but that all is only for subscription purchases only (and sandbox testing only). But the detailed message from IAP args says it is "APPLE_Cannot connect to iTunes Store" And native logs says the same WebHandling purchase failures. Purchases may fail for a number of reasons, including network failure, payment failure or device settings. You may wish to check the reason for a … passed away or passed