How to check whether internal purchases work?

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  • Tell me who really made inline purchases in your application? and released a working app in the appstore.

    Need your help in the configuration.

    I can not understand how to properly configure it to work.

    (I have already encountered the problem of the operation of the advertising module and after setting up all the guides, it should have worked, but when I released the application to the appstore, the advertisement does not even appear)

    I'm afraid to face the same problem in embedded purchases. I have never come across this; I don’t understand how to do it correctly and can’t find working examples and source codes.

    I do not know how to check whether the function works or not. That is, if I release the application and the user buys, does it really work? I do not know how to test it.

    Guys, I'm in a complete stupor ...

    I do not even know which side to approach ...

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  • To test, you should deploy an IAP onto your live game in a way that the general public does NOT have access to - enabled by debug or dev mode. Then you can test it yourself live, given you're the only one who knows how to get to it - your users won't be able to accidentally make a purchase.

    Alternatively, try setting up a free non-consumable IAP that doesn't actually do anything and a test environment to see if it has been activated or not.

  • To test, you should deploy an IAP onto your live game in a way that the general public does NOT have access to - enabled by debug or dev mode. Then you can test it yourself live, given you're the only one who knows how to get to it - your users won't be able to accidentally make a purchase.

    Alternatively, try setting up a free non-consumable IAP that doesn't actually do anything and a test environment to see if it has been activated or not.

    So actually this is the question of how to do this? How to deploy where? What you need to do

  • Assuming you have a published game already -

    Instead of adding an IAP that users can purchase that does something

    First add an IAP that doesn't cost anything and also doesn't do anything (besides some way to let you know that you have it), that only you would know how to "buy".

    Publish/update your game as you would normally would have.

    Buy the IAP yourself and see if it is activated as expected. Does it work? Then add your real/planned IAPs.

    Also can't you publish a beta/developer version to the store that is not available to the public that you can use to test?

  • Assuming you have a published game already -

    Instead of adding an IAP that users can purchase that does something

    First add an IAP that doesn't cost anything and also doesn't do anything (besides some way to let you know that you have it), that only you would know how to "buy".

    Publish/update your game as you would normally would have.

    Buy the IAP yourself and see if it is activated as expected. Does it work? Then add your real/planned IAPs.

    Also can't you publish a beta/developer version to the store that is not available to the public that you can use to test?

    Do I understand by action?

    1. I have to make a game

    2. I have to download the game in appconnect

    3. Make settings in AppConnect and get IAP

    4. Add IAP to the plugin with your game

    5. Publish the game in the AppStore

    6. Check

    Can you tell me how to properly configure the conditions and verification in the designer itself?

    I want to make a condition that a person can buy additional levels for the game.

    Thanks a lot in advance

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