This was so easy to follow and everything worked for our project - thank you so much for taking the time to outline these steps. Any thought to doing a Firebase implementation into Unity video?
@@hoosontech no problem friend and what if we try making a discord server of yours. If you don't know I will make it for you. We can also give in there. Please reply I m Giant#1099 on Discord
My, in-app purchase on Android, is work but in iOS isn't work no further process was made when I tapped on the buy button (already on the App store). This is a great video, Thank you for tutorial
Great tutorial, informative, and your English is very good. I have watched videos where the person's English is sub-par. Thank you also for speaking a bit slow. Lots of people don't pause and just speed through.
this video really helped me. I did not know that I had to fill in the banking section as well. I hope the app will be accepted this time :) thank you so much
Hi hooson your video is really good. But my game is rejected by apple 3 times . They are saying “THE PURCHASE BUTTON DID NOT PRODUCE ANY ACTION” but in unity editor it’s working fine. Can you please help me out with this?
Awesome bro. But how to store the coin by playerprefs or other way. If use player prefs, then when user uninstall the android game / clear cache then he will lose all of buying item, right??? Which way can be use, playerprefs or other.
You Are " Unbelievable " Brother👦, This is the Video i was looking for 🔍. You have cleared all my doubts in really a short time, (( Great explanation 🎉👍 )). Keep it up &. ❤Thank you so much❤😃 ( You got a new Subscriber : Me 🙋)
Awesome video, thanks! How do you implement a subscription-type IAP where the player gets charged monthly? Specifically, how can you check in your game if the player is still subscribed or if he uncubscribed in his phone settings and stop giving him the benefits of the subscription?
Hi there! Thanks for the tutorial but just a heads-up, your process no longer works in Unity :s In Unity 2020.3.32f1 there is no longer an option to "Import" like your step at 1:48 in the video. This renders the rest of the tutorial useless, sorry to say. With the Asset Store removed from the Unity Editor now and everyone needing to use the Package Manager, maybe you could update this video to show folks how to get around this and still import after the install step? Best of luck!
Great video... I have a doubt..Do I need to alter my unity_ad script in order to remove ads. Bcz in this video you have wrote debug.log. (); what will be the logic to remove ads. Plz help. Thank you
Disable your Ad Manager Script simply, Note : if u have Reward based Ad system where player watches the Rewarded Video Ad to get revived then it will wont work now
It will be great if you make Tutorial about how to make subscription system like user need to play 1.99 dollars per mouth to play Level 2 map or gain more gem 50% anything like this on iOS and Android Thank you about this tutorial you deserve more sub🥰🥰😊
Hi , Great tutorial. Do you have similar tutorial for subscription product as well and how to receive transaction id on renewal of subscription. Please help
Thanks for the video i am getting this warning. Any Solutions? Unity IAP: Unity In-App Purchasing requires Unity Gaming Services to have been initialized before use.
importing did not work for me on playstore console. It gave many Row 2 errors saying that I have to set minimum price for every country and then it listed every country listed as row 2 error.
Hello... Pls i need help, I followed everything in your video but when I import the Google play CSV file to my play console, am getting this error of "Row 2: Your product should contain prices or pricing template" but I input the price in unity.... Pls how to solve this?
This is working but the IAP panel appears behind the shop canvas and when i close the shop canvas i get a error calling "Add a Active IAP Button or IAP Listener". Is there any way by which i can make the IAP Panel to appear in front of the canvas?
when i build on android my app takes ~214Mb, but when i build on ios with xcode my app takes up ~2Gb i don't understand what is going on can you help me, thanks you again
Nice. I have a question, can you help me please. Tomorrow I will try this once I do all the steps and it appears that everything is fine and the game will be ready to upload an update. I'm worried about uploading the game and purchases are free... in test mode can i make test purchases without real money? If I upload the game to production, will the purchases be with real money? thank you so much
Did everything same , IAP is working fine on Playstore , but in IOS nothing is working , all my products are approved in IOS but still nothing happens when i click IAP button , any suggestion?
My in-app purchase on IOS connect keeps in "Waiting for Upload" status, I've uploaded and asked the app for review twice and it keeps failing the app review because the iap is not approved. Any help much appreciated!
My game is got rejected they told me that "Specifically, the purchase buttons did not produce any action." But in unity editor its working. Can you please help me ?
Does anyone try this to test on the real Android device? Everything works fine in editor for me but it seems to not even initialize IAP on the real device. I have checked, Automaticlly initialize UnityPurchasing.
Hi! I have a problem, what if person quits(crashes - network error) the game before purchase get validated how am I going to validate the purchase? There are slow test cards in testing when I use them I can't buy if I don't wait and quit the game. Is there any way to approve them?
Great video hooson, i follow the turotial the tee. and I can see the simulated purchase screen on Unity Editor. But after published to App Store (approved by Apple and is now live). Clicking on the purchase button (consumable product) doesn't bring up any screen. Any idea what could have gone wrong? Ps. I compiled the unity code in PC and upload the Xcode project to Mac and compile the Xcode project on a rented Mac in cloud. Thanks
Thanks for tutorial. It's really good. I have a question. Can you help me; You said that google play doesn't need the restore button. So how do we find out that the ads have been removed when we reinstall the application? (When the application is first opened, I need to learn this and set "IsAdsRemoved = true" in the PlayerPrefs settings.)
google play has google play games sign it store your in app purchase, achievements and all when you player next time install and signin in your games using play games it will automatically remove ads because its was stored in account
my in app purchases are refunded after 3 days and I got "acknowledge purchases or they will be refunded automatically" on console . please guide me on this matter thankyou.
when i try to set a price for google play in the IAP catalogue it instantly erases it. can't set a price there i don't know why . for IOS there is no problem selecting a tier but for google i just can't . can you help ?
Nice job man ... I have question... Which is is that necessary to upload the build first and it should be approved by the apple ..?? Or we can add in app details during new app publishing...?
don't remove ads instead do this if ( purchased is done ) { hide no ads button in game because no ads is purchased; } else // if purchased is not done { show ads; }