Hello,
I'm working on adding an in app purchase to our game. I successfully added the purchase via iTunes Connect. And am able to successful query for available purchases. I created a test user as well, to test the purchases, logging out of my main iTunes account before opening the app. Using the delegate, and BeginPurchase, a pop up successfully happens, initially to enter a username and password, and then after successful entry, asking if I want to be charged for the purchase, with header "Confirm Your In-App Purchase" (it also includes a note that it's in [Environment: Sandbox]). If I hit cancel at this point, the "MTR_Canceled" value is returned to the purchase delegate, so it registered a non-completed purchase (by user cancelling). However, if I hit OK, the delegate is never called (presumably with MTR_Succeeded or MTR_RestoredFromServer). Any ideas on what may make those successfully return?... without it, I can't actually register a successful purchase so that the code can continue with the unreal side of the purchase (the code in UnrealScript that indicates the purchase).
Thanks
I'm working on adding an in app purchase to our game. I successfully added the purchase via iTunes Connect. And am able to successful query for available purchases. I created a test user as well, to test the purchases, logging out of my main iTunes account before opening the app. Using the delegate, and BeginPurchase, a pop up successfully happens, initially to enter a username and password, and then after successful entry, asking if I want to be charged for the purchase, with header "Confirm Your In-App Purchase" (it also includes a note that it's in [Environment: Sandbox]). If I hit cancel at this point, the "MTR_Canceled" value is returned to the purchase delegate, so it registered a non-completed purchase (by user cancelling). However, if I hit OK, the delegate is never called (presumably with MTR_Succeeded or MTR_RestoredFromServer). Any ideas on what may make those successfully return?... without it, I can't actually register a successful purchase so that the code can continue with the unreal side of the purchase (the code in UnrealScript that indicates the purchase).
Thanks
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