I am integrating InApp purchases in my game(build using cocos creator). but unable to get payments.purchaseAsync in FBInstant.getSupportedAPIs() on both Android And Facebook.com any Help please below is the my sample code.
let supportedAPIs = FBInstant.getSupportedAPIs();
if(supportedAPIs.includes('payments.purchaseAsync'))
{
console.log('payments supported...');
FBInstant.payments.onReady(() => {
console.log('payments ready...');
FBInstant.payments.purchaseAsync({
productID: 'com.test.testing',
developerPayload: '',
}).then(function (purchase) {
console.log(purchase);
});
});
}
else
{
console.log('payments not supported...');
}
Your game must be onboarded and have a company associated with it in order for payments to be enabled. You can ensure that this is set up by clicking Set Up Payout under the In App Purchase option under the developer console (developers.facebook.com).
In addition, you will need to have passed review for users who are not developers or testers of the app to access payments, and payments are not available on iOS at this time.
Related
I'm seriously struggling to create a Stripe Connect account from my IOS Application using swift and firebase. I can't seem to find any documentation on how this would be possible. I creating an app which allows users to do jobs for each other which of course means pay each other. How can I implement this in my app?
I think onboarding users is the biggest difficulty in iOS because(as far as I know) their are only two ways to do this. One, is to use Stripe Onboarding which requires you to take your user to a link where stripe onboards for you. The other, option is building out your own UI flow to manually collect all the information yourself and update their account through the Stripe API.
However, creating an account is simple. Here is an example of it implemented in Node.js!
stripe.accounts.create(
{
type: 'standard',
country: 'US',
email: email,
requested_capabilities: [
'card_payments',
'transfers',
],
},
function(err, account) {
if (err) {
console.log("Couldn't create stripe account: " + err)
reject(err)
}
console.log("ACCOUNT: " + account.id)
response.body = {success: account.id}
return res.send(response)
}
);
stripe.dev/stripe-ios/docs
I am developing a game for a client and we are now testing payments / purchasing.
So inside the In-App Purchase set-up page, I've:
1.) added a Dev account to the Testers list
2.) Created a product
My code looks like this:
let supportedAPIs:any = FBInstant.getSupportedAPIs();
if(supportedAPIs.includes('payments.purchaseAsync'))
{
console.log('payments supported...');
FBInstant.payments.onReady(() => {
console.log('payments ready...');
FBInstant.payments.purchaseAsync({
productID: 'my_temp_prod'
}).then((purchase) => {
console.log(purchase);
}).catch((err) => {
console.log(err);
});
});
}
I tried to run it on Android and it showed me this once:
After clicking "OK", it did not show any payment dialog, and I could never get a payment dialog to appear on Android.
I then tried to test it on the desktop browser version and the code simply results in a {code: "UNKNOWN", message: "Product not purchaseable"} error.
I am still able to see "payments supported" and "payments ready" logged out so I know that at least that part is working, but I cannot get a test dialog to appear.
Are we missing anything? We already have a payment account setup too.
Ok, it turns out you have to use consumePurchaseAsync after a successful purchase. You can also use getPurchasesAsync to check if there are any remaining purchases left that need to be fullfilled.
My bad, I thought purchases for instant games worked liked normal FB games (you didn't have to "consume" products there). For anyone who may be lost, I hope this helps.
I've implemented Website Payments Pro Hosted on my website. I can pay using the PayPal log in and it gives me the link to return to my store which is fine as I then display my order confirmation page to the user.
When the user decides to pay via credit card:
They are then redirected to a confirmation page I don't seem to have any control over:
What I've tried:
Setting auto return on in my preferences and setting a return url (both via the Profile and in my initial API call when generating the button.
Changing the Web Payments Pro confirmation page setting to On my sites confirmation page.
When the payment is taken via credit card, I'd like to redirect the user to my actual payment confirmation page. Is this possible?
It turns out that showHostedThankyouPage=true was causing this issue.
I am using the .NET button API to generate the request for the iFrame like so:
var service = new PayPalAPIInterfaceServiceService(GetConfig(request));
var createButtonResponse = service.BMCreateButton(new BMCreateButtonReq
{
BMCreateButtonRequest = new BMCreateButtonRequestType
{
ButtonType = ButtonTypeType.PAYMENT,
ButtonCode = ButtonCodeType.TOKEN,
ButtonCountry = countryCodeType,
ButtonVar = new List<string>
{
String.Format("subtotal={0}", _salesOrderPriceService.GetGrossTotal(request.Order)),
String.Format("notify_url={0}", request.NotifyUrl),
String.Format("return={0}", request.ReturnUrl),
String.Format("invoice={0}", request.Order.Id),
String.Format("currency_code={0}", request.Order.Currency.Code),
String.Format("cancel_return={0}", request.CancelReturnUrl),
"billing_first_name=test",
"billing_last_name=tset",
"billing_address1=test",
"billing_city=test",
"billing_state=tes",
"billing_zip=test",
"billing_country=GB",
"template=templateD",
"paymentaction=sale",
"business=tset"
}
}
});
I had showHostedThankyouPage=true included in the name value pairs which was causing the issue. Removing it sorted it out.
my problem is this, when the user is asked to select friends from the list and click on Send I receive a Success state from callback but no request is reached from the people selected in the list.
My setup is this:
- my app is a native app for iOS and Android made in Unity
- my app is registered in Facebook developer portal as Game/Puzzle, I set up bundle id, package name, display name and namespace
- my app is not yet published
- I configured the Prime31 Facebook plugin with the appId given from Facebook and Display Name
I send my request like this:
public void AskLifesOnFacebook()
{
var parameters = new Dictionary<string, string>
{
//{ "app_id", "#######my_app_id_number####" },
{ "method", "apprequests" },
{ "title", "My request title" },
{ "message", "My request text" }
};
FacebookCombo.showDialog("apprequests", parameters);
}
But still the friends selector is shown up correctly on an overlay windows, I select friends and send the request but no request is received.
Am I missing something in the configuration of my app on Facebook? Do I need to pass some kind of certification?
From the same app the stream.publish is working correctly and I can publish on user walls.
The setup with Prime31 plugin and the call are correct!
You have to enable "Single Sign On" and "Deep Linking" in Facebook app parameters and add a valid itunes ID for your app (while testing you can put any valid ID, but you should create a itunes connect entry for your app and get the final ID).
When your app is a native iOS app, the users see the notifications only through the Facebook iOS app, so they are guarantee they can open iTunes or run the game.
Global notifications instead (ej: regular browser on PC) are seen if the app is in a Facebook Canvas.
Im integrating Paypal Adaptive Payment API for a mobile website.
But when Im submitting payment to
https://www.paypal.com/webscr?cmd=_ap-payment&paykey=value
( For Sandbox : https://www.sandbox.paypal.com/cgi-bin/webscr )
Its always redirecting to Paypal Main Web. Not to Paypal Mobile website.
How to redirect client to paypal mobile web?
Try redirecting your site to
https://www.sandbox.paypal.com/webapps/adaptivepayment/flow/pay?paykey=AP-XYZ&expType=mini
Fill your pay key in place of AP-XYZ
Let me know if it works.
The best approach I found was mini browser experience. But I had a variety of different issues on mobile devices implementing it (which is what it was meant for in the first place). You will see many similar questions about adaptive payments and all sorts of issues with using lightbox and mini browser experience.
But FINALLY... I have figured it out after hours upon hours, days upon days! This should solve everyone's problems of all different varieties when it comes to issues with PayPal Adaptive Payments and the issues with:
The default redirected paypal page is NOT mobile responsive and looks horrible on mobile devices.
The lightbox gets "hung up" and does not close on some mobile devices.
The mini browser doesn't close after completing payment or cancelling.
The mini browser doesn't redirect to the callBackFunction from paypal apdg.js script.
Not redirecting to returnUrl and cancelUrl after payment completion (or when cancelling)
Chrome for ios (iphones) doesn't initiate the callbackfunction and therefore after payment completion or cancellation, it just keeps you at the page you launched the paypal payment page from which prevents you from validating success or failure of payment.
Drum roll please.... here it is!! This replaces any need for PayPal javascript files etc. All you need is what is below along with your own method of obtaining the PayKey to add to the redirect url. My live website, with adaptive payments working correctly using below code, is https://www.trackabill.com.
<div>
<?php $payUrl = 'https://www.paypal.com/webapps/adaptivepayment/flow/pay?expType=mini&paykey=' . $payKey ?>
<button onclick="loadPayPalPage('<?php echo $payUrl; ?>')" title="Pay online with PayPal">PayPal</button>
</div>
<script>
function loadPayPalPage(paypalURL)
{
var ua = navigator.userAgent;
var pollingInterval = 0;
var win;
// mobile device
if (ua.match(/iPhone|iPod|Android|Blackberry.*WebKit/i)) {
//VERY IMPORTANT - You must use '_blank' and NOT name the window if you want it to work with chrome ios on iphone
//See this bug report from google explaining the issue: https://code.google.com/p/chromium/issues/detail?id=136610
win = window.open(paypalURL,'_blank');
pollingInterval = setInterval(function() {
if (win && win.closed) {
clearInterval(pollingInterval);
returnFromPayPal();
}
} , 1000);
}
else
{
//Desktop device
var width = 400,
height = 550,
left,
top;
if (window.outerWidth) {
left = Math.round((window.outerWidth - width) / 2) + window.screenX;
top = Math.round((window.outerHeight - height) / 2) + window.screenY;
} else if (window.screen.width) {
left = Math.round((window.screen.width - width) / 2);
top = Math.round((window.screen.height - height) / 2);
}
//VERY IMPORTANT - You must use '_blank' and NOT name the window if you want it to work with chrome ios on iphone
//See this bug report from google explaining the issue: https://code.google.com/p/chromium/issues/detail?id=136610
win = window.open(paypalURL,'_blank','top=' + top + ', left=' + left + ', width=' + width + ', height=' + height + ', location=0, status=0, toolbar=0, menubar=0, resizable=0, scrollbars=1');
pollingInterval = setInterval(function() {
if (win && win.closed) {
clearInterval(pollingInterval);
returnFromPayPal();
}
} , 1000);
}
}
var returnFromPayPal = function()
{
location.replace("www.yourdomain.com/paypalStatusCheck.php");
// Here you would need to pass on the payKey to your server side handle (use session variable) to call the PaymentDetails API to make sure Payment has been successful
// based on the payment status- redirect to your success or cancel/failed page
}
</script>
There is actually a simple solution to this that isn't documented anywhere. We were in discussion with PayPal about adding it a while back so I am wondering if it eventually got implemented.
Anyway, simply just redirect the user to the following URL and they will be redirected back to your site on completion:
https://www.sandbox.paypal.com/webapps/adaptivepayment/flow/preapproval?preapprovalKey=PA-XXXXX&expType=redirect
The difference here is using expType=redirect rather that expType=mini. I'm not sure when this was added but after a bit of reverse engineering and some experimenting we have a surprisingly simple solution.
that's right - the Adaptive Payments UI is not Mobile optimized. But the closest to that it offers is what we call the MiniBrowser experience. You can try and see if that serves your needs. You can find the how-to guide here on X.com: Implementing the Mini-Browser Option