#When I purchase consumable from iOS (Testflight internal testing) I got same transactionId.
1 messages · Page 1 of 1 (latest)
It is not even same TransitionId it is not add new purchase after first one done in game session, the purchases list have same elements count.
I use internal testing when I open app and do purchase it is sending correct values but all next purchases retun the same list I got from first one. Is it Sandbox bug or Sandbox working exactly as production? there is my code here
{
var requestJson = new JObject
{
["receipt-data"] = base64Receipt,
["password"] = SharedSecret
};
var content = new StringContent(requestJson.ToString(), Encoding.UTF8, "application/json");
// First try production
var response = await client.PostAsync(ProductionUrl, content);
var json = JObject.Parse(await response.Content.ReadAsStringAsync());
int status = (int)json["status"];
if (status == 21007) // Receipt from sandbox
{
response = await client.PostAsync(SandboxUrl, content);
json = JObject.Parse(await response.Content.ReadAsStringAsync());
status = (int)json["status"];
Debug.Log("status=" + status);
}
Debug.Log("status=" + status);
if (status != 0)
return null;
// Get the last in-app purchase
var latestReceipt = json["receipt"]?["in_app"]?.Last;
var returnValue = new List<AppleReceipts>();
foreach (var r in json["receipt"]?["in_app"])
{
returnValue.Add(new AppleReceipts(r["transaction_id"]?.ToString(), r["product_id"]?.ToString()));
}
return returnValue;
}```
Receipt i get from Unity3d PendingOrder order.Info.Apple.AppReceipt
There’s no mystery here, the product wasn’t correctly configured as a consumable
Also, your code looks very odd.
Do you know how to configure it correctly?