Skip to main content

Testing IAP for Google play from Myanmar

Sign and build the unity game for playstore
Upload APK to alpha release
Add In-app products in the playstore publisher console

Open Flash VPN and connect to USA or others
Settings -> App -> Playstore -> Clear Data
Settings -> App -> YourApp -> Clear Data

Now can test the game from your application!

Let’s recap here:
  1. Your app is published (i.e., not in draft).
  2. The APK must be published (either production, alpha or beta channels).
  3. The APK you uploaded matches the one you’re testing with when it comes to version code, version name, and keystore signature.
  4. When testing on the device, you’re using a different account than the one tied to the Play Console (i.e., not your developer account).
  5. The instructions to wait 15 minutes are a bit too optimistic, as it can take up to 2 hours for changes to propagate from the Play Console.
  6. Double check that the SKU you’re using in the app matches the one for the product that was configured in the Play Console.
  7. Double check that you’re not trying to purchase an already owned product or an already active subscription.
  8. Double check that you have activated your products in the Play Console: by default, products in the console are deactivated and you need to manually activate them.
  9. If you’re using the alpha/beta channels, make sure that the account you’re testing with is part of the testing group (i.e., has clicked on “Become a tester” after following the opt-in URL).
  10. If you use ABI flavors, like arm-v7, arm-v8, etc., make sure the APK you’re using for testing contains all the ABI libraries.
  11. Make sure that, when retrieving the Intent using getBuyIntent, you’re passing the correct product type, i.e., inapp if you’re purchasing managed in-app products or subs if you’re purchasing subscriptions.
  12. If you’re using the public key for enhanced security, make sure it matches the one on the Play Console because it might change over time (see here).
  13. Check that Google Play Services are updated on the test device by going to the Google Play Services page on the Play Store.
As you can see, the sandbox is far from straightforward when it comes to real usage, but at least now we have a few extra hints to start looking for a solution!


Comments

Popular posts from this blog

Using XAML on Monogame for WinRT (Part 2)

Integrating Monogame with XAML Metro UI If you're coming from the previous section, you now have a metro UI application project with blank page and also have monogame.windows8 library reference to the project. Now Let's fix some source code for the  pages to get XAML working with monogame. Step01 ( Hacking App.xaml.cs file) App.xaml.cs delivers the most important start point while rendering a particular page in Metro UI application. I added gamePage and mainPage as  a public variables as they become accessible from other classes to for page nagivations. Here is the source code for to see what it looks like for the final App.xaml.cs file. sealed partial class App : Application     {         public ContentManager Content { get; set; }         public GameServiceContainer Services { get; set; }         public GamePage gamePage;         public MainPage mainPage;   ...

Using CloudyRec Code Generator

The greatest CloudyRec feature among other backend service provider is the Code Generator where it can generate the native modal source code with the specified schema in the previous " Getting Started " section. Sandbox Environment When you’ve satisfied the attributes and resources for the applications, you can start loading into the sandbox to make the apps ready for testing.  Go to the Define tab of the dashboard and click the “Load to sandbox” button located at the right side of the application name as shown in the figure below. Figure 1.0 Loading to Sandbox environment Note : In CloudyRec, there are two types of development modes available called Sandbox and Production. Sandbox is for testing the applications while developing and it’s totally free and developer doesn’t needs to pay a penny while using Sandbox.  I would recommend to put into production mode once you’ve published the apps as the data from the Sandbox will be flushed in ti...

Using XAML on Monogame for WinRT (Part 1)

Introduction Since I am planning to develop games for WinRT, I found out that the MonoGame is the most suitable framework for people like me who has experience with developing games with XNA framework. Although Windows Phone 7 offers to integrate Silverlight components with XNA, WinRT architecture is completely different from the previous framework. XNA games are not allowed to upload and showcase to new appstore because of the new terms and condition requirements and there's no way to integrate new Metro UI with XNA either. MonoGame solves this problem by creating XNA framework like wrapper over SharpDX which is the best and fastest DirectX wrapper available on current opensource projects.  However MonoGame offers XNA looks alike framework, the best solution would be combining Metro UI with MonoGame framework. Here is the tutorial of how to integrate MetroUI with MonoGame framework. Thanks to  Petrroll  on MonoGame forum for the sample code of MonoGame with XAM...