#Ante75-wallets
1 messages · Page 1 of 1 (latest)
I forgot to specify that I use stripe connect, and that payments are sent to a connected account (standard)
Can you share your Stripe account ID?
Do you have an example of a PI where the wallets are present?
The ID pi_xxx
I'm not seeing any registered Apple Pay domains on that account, which is potentially an issue
Is acct_1L2dGTJTv3g6fMhy the platform? Or a connected account?
I guess acct_1L1BjvJ4DMCPJKpA is the platform?
"id": "ch_3LD81OJTv3g6fMhy1jpFUk1r",
"object": "charge",
"livemode": false,
"payment_intent": "pi_3LD81OJTv3g6fMhy1CpYVraE",
"status": "succeeded",
"amount": 1300,
"amount_captured": 1300,
"amount_refunded": 1237,
"application": "ca_LidIVjyJmq94d8dek4nurscu6Wug1pVX",
"application_fee": null,
"application_fee_amount": 0,
"balance_transaction": "txn_3LD81OJTv3g6fMhy1QJS9Wfx",
"paid": true,
"payment_method": "pm_1LD81MJTv3g6fMhyt07ind2Q",
"payment_method_details": {
"card": {
"brand": "visa",
"checks": {
"address_line1_check": null,
"address_postal_code_check": null,
"cvc_check": null
},
"country": "US",
"exp_month": 12,
"exp_year": 2023,
"fingerprint": "v7f9f21Af41JyOVf",
"funding": "credit",
"installments": null,
"last4": "4242",
"mandate": null,
"network": "visa",
"three_d_secure": null,
"wallet": {
"apple_pay": {
},
"dynamic_last4": "4242",
"type": "apple_pay"
}
},
"type": "card"
},
the ID is of the linked account
as you can see the merchant Id is created on Apple
the strange thing is that on the simulators, both Apple and Google everything works fine
Hey, ynoj had to step out and I am catching up here. Can you tell me more about what you mean when you say these don't work in the sandbox? How far do you get in the process? Are both buttons showing up and allowing you to select a card? Is it failing before then?
Hello, as I said before in simulation everything works perfectly both in Apple and in Google, on the physical device instead, the wallet does not even open, when requested everything remains stationary without any errors, but I do not understand what I'm wrong!
Simulator
Real device
So the button still shows up but the wallet sheet does not show up when you click on it?
that's right, I found that everything is canceled for: CantMakePayments = false
but I don't understand why
Right. Unfortunately why that is false can be pretty opaque but we can look in to it. Do you have a test page where we can see this button without it trying to take a real payment?
the only doubt I have is that I have set the MerchandId correctly
I don't understand why this: StripeSdk.DeviceSupportsApplePay is always false
Hi there 👋 jumping in to lend a hand. I just want to recap quickly to make sure I understand, you've built a Xamarin app and are trying to get Google/Apple Pay to function within it. What process are you following for adding Apple Pay support to your application?
i used Xamarin.Stripe.iOS
this return false StripeSdk.DeviceSupportsApplePay;
but this return true PKPaymentAuthorizationViewController.CanMakePayments;
Gotcha, thank you for that clarification. That package doesn't seem to be one of our official libraries, so we don't much about how it works or how to leverage it.
the same problem is on google, but i use them android.gms.wallet
do you have any advice?
same exact problem, in the simulation ok but not in the real device
Okay, so for Google Pay it sounds like you're integrating directly with their APIs. The only thing that comes to mind is making sure that you actually have a card in the wallets on the devices you're testing with.
So are you following the examples provided by Mindfire? They appear to integrate directly with the local wallet functionality and just use Stripe as the payment gateway, so I'm not sure what could be causing you to not see those buttons on a real device.
I've been working on it for many days without results, it's sure that everything works perfectly on the simulators!
that's right I took example from Mindfire
I'm really sorry, but we don't know how the Xamarin simulators alter how those applications run versus a physical device. That's not our guide, so we don't know anything about how to troubleshoot the approach, or if it is even still viable. I would recommend reaching out to the Xamarin dev community to see if anyone else has attempted this and was successful.