So I've tested my application's In App Purchase content at length during development using the Sandbox mode.
For some reason now that the application is live in the App Store when clicking the purchase button nothing happens at all.
It looks like the Apple review team was able to successfully complete a purchase based on server logs (could be wrong about this tho).
I'm using SwiftyStoreKit to handle in app purchases.
Any ideas why it would work perfectly during development and in sandbox mode and not even do anything when calling the SwiftyStoreKit.purchaseProduct method in production?
If I had to guess it has to do with the App Store servers needing time to process everything. It took a little bit to appear on the App Store. But I'm not completely confident that is the issue.
All the sudden this seems to be working. It now asks for the Touch ID to confirm purchase. So it looks like it was an App Store server propagation issue.
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So we're having a hard time trying to debug an error that only occurs when paying for a subscription on production because we cannot get any sort of log. When purchasing on sandbox everything works fine because it never leaves the app, which is even more frustrating since this only happens on apps downloaded from the AppStore.
Here's the thing, whenever we start the purchase of the subscription the app goes to the AppStore to validate the user's payment info but on return the app for whatever reason is greeted by an Unknown error as a description for SKErrorDomain 0 and the purchase flow ends with an error.
What we've ended up doing is trying to restore the purchase whenever the app returns from background but this is only a workaround that still shows an error or not always is called (for whatever reason).
Is there any way to replicate this behavior on sandbox? Or debug an app on the appstore? Because right now whatever fix we try needs to be published on the AppStore before testing.
I recently started using RevenueCat for all of my InApp purchases; today my app was approved in the App Store so, I went ahead and downloaded it to try the new version directly from the App Store and I noticed that the In-App purchases are not loading. What is funny is that if I connect my phone to my computer and compile the app directly from Xcode it does show the In-App purchases.
So my question is, is there any setting in RevenueCat that we need to turn on when the app goes into production?
If such of setting does not exist, what would be a good way to troubleshoot the issue to determine where the problem is, if it's RevenueCat, the App Store or my code?
FYI - When I install the app directly from Xcode I can make purchases with a send-box account and everything functions as it should.
There aren't any RevenueCat settings to update when your app goes live. This sounds like a propagation issues with the App Store if these are new products - sometimes they can take ~24hrs to be available in production to all users after being approved.
Unfortunately, doing nothing and waiting is probably the answer here. In the future if you can not show new products to users until >24hrs after they're approved it should prevent this from happening again.
I published a Cordova app with iAP for iOS (using this plugin) but I got troubles in production. The issue is: the customer buy the product, he's correctly billed but he doesn't receive the product. For Apple he didn't bought the iAP even if I can see the payement on the Apple itunes connect platform and even if he received an OK for the purchase done.
I tested in sandbox of course, everything was fine, but now I got an issue in production and I don't know how to debug it.
I also wrote to the Apple support but I didn't received any answer.
Do you know a way to test in production mode or to find out where is the problem?
I've recently released an iPad app which has a non-consumable "pro upgrade"-style In-App-Purchase.
It works for most users, and it worked when testing. However, I do get daily reports of the IAP crapping out for some customers of the app.
It is the worst kind of bug:
For most people, it seems to work fine.
For some people, it works after a reboot of the device or logging out from the App Store.
For
some other people, nothing seems to help and they can't make the
purchase.
And I do not have any remote logging implemented...
This seems to happen across various locales / different iPad models / OS versions.
For those which can't make the purchase, usually an error pops up which says that their Apple ID password is incorrect, after confirming the purchase.
The purchase button in the app only appears after the IAP product was received from Apple's server successfully.
I am not sure how to track down what's going on there. I was initially thinking it's on Apple's side, but the number of people reporting it tells me it must be something with my app.
Any best practices on how to debug this?
thanks!
I am implementing in app purchases for my app. I am logged out from AppStore, created some test accounts, have not verify it by e-mail.
And every time I tried to log in into sandbox app-purchase I got an transaction error. Btw product info restored correctly.
Looking deeply I notice that after any attempt to log in, my AppStore account setting in device filled with the info from this test account! So I think it tries to log in into real AppStore instead of sandbox.
What am I doing wrong? Why my test accounts tries to login into the real AppStore and how to fix it?
To know if you're in sandbox environment or not, you can have a look at the purchase popup. If you can read "[Sandbox environment]" at the bottom, then it means you're using the sandbox. Otherwise, you're using the real Appstore (But I'm pretty sure it's not the case since this is automatically chosen by the device).
Anyway, it seems that Apple Sansbox environment is experiencing some problems today.
For example, I have an app that was dealing correctly with inapp purchase yesterday. Today, only retrieving SKProducts was ok.
I recommend you to be patient until the problem is fixed by Apple.