Hello,
I am using second release candidate of Unity 5.4.0f2.
I have a store with 1300+ in app purchases.
At the beginning I initialize it with highlighted purchases to be able to view their prices and buy them right away.
ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
foreach (string highlightedId in highlightedIds)
{
builder.AddProduct(highlightedId, ProductType.NonConsumable);
}
UnityPurchasing.Initialize(this, builder);
After this I wait one frame and FetchAdditionalProducts in groups of 50.
itemsHashSet.Add(new ProductDefinition(allIds[i], ProductType.NonConsumable));
// ...
m_StoreController.FetchAdditionalProducts(itemsHashSet, OnProductsFetched, OnInitializeFailed);
Everything seems to work well, but when I call InitiatePurchase I get this in xCode
ArgumentException: The requested value 'ItemUnavailable' was not found.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x00000] in :0
at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in :0
at UnityEngine.Purchasing.JSONSerializer.DeserializeFailureReason (System.String json) [0x00000] in :0
at UnityEngine.Purchasing.AppleStoreImpl.ProcessMessage (System.String subject, System.String payload, System.String receipt, System.String transactionId) [0x00000] in :0
at UnityEngine.Purchasing.Extension.UnityUtil.Update () [0x00000] in :0
In case I just initialize the store with first 50 purchases it works well, I can buy them, but after I fetch some more I cannot buy even those 50 first.
What might cause this issue?
Best,
Bohdan
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