I am using Unity IAP in my game and google play billing service for selling some item.
Now when I run in unity Editor, everything works as expected. No issues what so ever in the editor. But when I run on an android device, below message come
03-28 03:47:36.519 2829-2844/? I/UnityIAP: Expected to find a single Google Play billing service but found 0
As expected, no popup message comes from UnityIAP to purchase an item.
I googled about this behavior but didn't find any relevant document.
It would be really helpful if someone can help me understand this message or point me to a link when this behavior is explained
Related
We've been having trouble keeping Wonder available on Google Assistant and Home. We keep resubmitting and then find out there's some bug that gets us taken down.
One thing that has made it hard is that we cannot test Wonder in the simulator in the Actions Console. Here is what a session looks like: Wonder test session
When I expand the last message I see the following error: Cannot use standard Google Assistant features in the Simulator
Is there any way you could help us get this fixed?
The Google Assistant available in the simulator has a subset of the features of the assistant available in your phone or Google Home device. If you want to use the entire set of voice interactions, please use the assistant on your physical devices. If you want to test your smart home action, you can use Test Suite.
Also note that Google Home projects do not support dialogflow anymore. I see you have the dialogflow-es-fulfillment tag in your project. If your project is set up as a dialogflow project, you might need to set up a new Smart Home project on the actions on google console.
I have a Raspberry Pi running Home Assistant (Hassio actually) and it is communicating with Google to make the lights go on and off using Google Assistant. To do that I have followed the cook book on the home assistant website. When Hassio updated from an API password to Oauth, I created a new project, because I had some issues with discovering devices.
In the current situation, when I ask Google to turn on the lights, it turns on the light, but also states that [lastprojectname] is not reachable. I did remove the project from the Google Actions console, but it does still show up in the Google Home app. I unlinked the account there, but still the same issue. So the old project is still in the linkable account list.
When I ask Google to turn on the lights in the 'office' (for example), it states, 'OK turning off 4 lights' while there are only 2. The lights are not in the app anymore, the account is not linked. Very weird. Any ideas?
This happens to me some of the time (I'm also using Home Assistant, but just starting with Google Assistant integration). When it happens, I just link, and then re-unlink the app. It usually sticks the second time.
I know that's the equivalent of "turn it off, then turn it back on", but it works, and I don't have a better solution :|
I know this is so similar topic to others but I need help about that and I couldn't find any solution since 3 days. I found a guide for Unity Admob Ads and I applied it. It works on the project that I new created. But doesn't appear on my existed project, I checked all layers,cameras etc. but couldn't find any mistake.
I'll attach a video here, about what I exactly did (1.30 min);https://youtu.be/pLpQWHvYMDk
End of this video, I installed the apk to my device and ads doesn't appear.
My english is bad, sorry about that.
OK, I have a few theories.
First, Admob is based on auctions. Which means that they will sell your ads to the best bid. Your app is still in configuration phase to them and that is the reason that is not showing.
Second, if you are testing on the editor, ads will never show up. You have to test on your phone (not recommended to click on this ads, you can lose your account).
Third, I don't use admob but are you sure that everything is created and set properly on the admob dashboard? There is no "test mode" active?
I highly recommend using the official unity pluggin by google: https://github.com/googleads/googleads-mobile-unity
The docummentation is well-made and everything should work great.
I had implemented leaderboard in google play store console. But after implementing when I see the play store console it shows:
One or more APIs that are required for game services to work have been turned off in the API console. We recommend to turn them on again to ensure your game is working properly.
Also the leaderboard not working.
I had this same issue, and when I clicked the Turn APIs button back on, it would show the error again after a page refresh.
I got in contact with Google and they said that a few other developers were experiencing this issue and that they would email me back once they had made progress finding out what's wrong
Now then - because this all happened around the time I was re-linking a project into Google Play Games Services, I thought I had messed something up. Being restless I decided just now to create a new keystore file, and generate a fresh SHA-1 fingerprint. I was able to enter the newly generated code on the API Manager console, under the Credentials tab.
For some reason, it worked; I am now able to sign via Google and access the high-scores page.
Might be worth a try?
I am adapting a Unity project to run in the web player, for integration with Facebook's Canvas, and specifically the FB In-App Purchase system. The conversion is nearly finished and as recent as a couple weeks ago I had verified that every possible choice under the IAP options worked perfectly and would resolve transactions correctly. However, the asynchronous payment option has suddenly begun failing with a strange error message that seems unconnected to any Unity code or the web server that was set up to host the game.
When a player selects the asynchronous payment option and clicks on confirm in the FB Pay dialog, the dialog does not close and an error is output to the debug console:
TypeError: undefined is not an object (evaluating
'window.parent.require("GamePaymentProviderIFrameFlow").processIFrame')
redirect.php
This is the error output for Safari and the other browsers give similar messages indicating that "processIFrame" is not recognized because "window.parent.require(...)" is returning an undefined reference.
Now I'm not sure where "redirect.php" actually is, but from what I've been able to gather, it looks like it's looking for and failing to find a module called "GamePaymentProviderIFrameFlow". I can't find any information on whether this is something that happens as part of the Facebook Unity SDK or something on Facebook's servers. I did find that the "require" call is most likely a part of Node.js and would therefore not be run in the player's browser, but rather on a server.
I am using Unity version 4.3.0f4 and Facebook Unity SDK version 6.2.2. I haven't touched anything with regards to the payment system in the time since it worked correctly and although I know this is no guarantee, the error doesn't seem to be happening within Unity at all. The only possibility I can think of is that some FB communication with the FB Unity SDK has begun failing due to some change in the Facebook API. If that's true, however, I don't know if there's any reasonable way to fix this other than to wait for a patch from FB.
Has anyone else encountered this or something similar or could provide any other advice on this topic?
Found a bug report on Facebook's dev site that details the exact problem I'm having. Apparently this is a known UI issue and is in the process of being addressed.
https://developers.facebook.com/bugs/145796563404096/
Guess i'll just have to wait.