Comments (4)
Hi,
Additional information about the deferred purchases. If I start a slow test purchase that will be approved after a few minutes and restart the game before that purchase is finished, that purchase does not return a deferred purchase callback or any kind of pending information.
I think it would be useful to know if there are deferred/slow purchases in the queue, so that one could display it somehow for the player or even restrict the player from making additional purchases while the first one is still being handled.
from play-unity-plugins.
Ok, I just found out these threads from your native version of the billing library
android/play-billing-samples#272
https://issuetracker.google.com/issues/149668311
Seems like something that should be fixed from the core of the billing lib. Very frustrating from a developer's point of view when you can not know the exact situations when these kind of pending purchases fail especially since it's someones money we're handling here. These will for sure result in unnecessary support requests down the line, which is a shame as these could be informed quite easily if we would just have the data. Hoping for improvements on this.
I'm able to work around these limitations even though it's not optimal. One big improvement for the developer tools would also be to standardise the time it takes for the slow test payment to decline. Now it might be anything between 15 minutes to hours to decline. It makes it very hard, if not impossible, to test different types of corner cases that some users will inevitably encounter in real life scenarios.
I'd still be happy to hear back from you if there's something I've misunderstood /overlooked or if you have any insights to give me regarding these implementations.
from play-unity-plugins.
You're right. The issue goes beyond this Unity wrapper but lives inside the PBL core library. We're working actively to resolve the caching issue. Please follow https://issuetracker.google.com/issues/73982566 for updates.
This issue will be closed as the fix cannot happen here. Thanks for reaching us.
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In my case, "Transaction was declined" was because Unity's project didn't have license key set in Unity Gaming Services
License Key is in Google Play Console > [app] > Monetisation > Monetisation Setup
from play-unity-plugins.
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