Closed Cryptomane closed 6 years ago
Hello! I believe this is not related to the library itself, if you get response from the store without errors. Might be something wrong with Wallet settings. Is purchase complete when you input your password?
Thank you for the quick response.
The truth is that I never see a window that prompts for a password, the authentication error is the first window I see after pressing the purchase button.
Since I manage the purchase in the purchaseSucceededEvent, I can see that there is no effect.
I also already made in-app purchases with my device, so I think the problem might be somewhere in the process I made to set-up the app page or my code.
Could it be due to a mismatch from Developer Console apk and installed apk?
It should be signed with same keystore as apk in the store and have same version number in the manifest. Could you please post logs and exact error message?
Also if it's published only in beta channel, your account should be added to the beta tester list.
Tried again on unity, then an error popped out:
Exception: JNI: Init'd AndroidJavaClass with null ptr!
UnityEngine.AndroidJavaClass..ctor (IntPtr jclass) (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/Export/AndroidJavaImpl.cs:533)
UnityEngine.AndroidJavaObject.get_JavaLangClass () (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/Export/AndroidJavaImpl.cs:511)
UnityEngine.AndroidJavaObject.FindClass (System.String name) (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/Export/AndroidJavaImpl.cs:502)
UnityEngine.AndroidJavaClass._AndroidJavaClass (System.String className) (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/Export/AndroidJavaImpl.cs:522)
UnityEngine.AndroidJavaClass..ctor (System.String className) (at C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/Editor/AndroidJava.cs:91)
GooglePlayGames.Android.AndroidClient.GetActivity () (at Assets/GooglePlayGames/Platforms/Android/AndroidClient.cs:272)
GooglePlayGames.Android.AndroidClient.RunOnUiThread (System.Action action) (at Assets/GooglePlayGames/Platforms/Android/AndroidClient.cs:278)
GooglePlayGames.Android.AndroidClient..ctor () (at Assets/GooglePlayGames/Platforms/Android/AndroidClient.cs:65)
GooglePlayGames.PlayGamesClientFactory.GetPlatformPlayGamesClient () (at Assets/GooglePlayGames/Platforms/PlayGamesClientFactory.cs:26)
GooglePlayGames.PlayGamesPlatform.Authenticate (ILocalUser unused, System.Action`1 callback, Boolean silent) (at Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:157)
GooglePlayGames.PlayGamesPlatform.Authenticate (ILocalUser localUser, System.Action`1 callback) (at Assets/GooglePlayGames/ISocialPlatform/PlayGamesPlatform.cs:132)
GooglePlayGames.PlayGamesLocalUser.Authenticate (System.Action`1 callback) (at Assets/GooglePlayGames/ISocialPlatform/PlayGamesLocalUser.cs:36)
SignInGoogle.Login () (at Assets/SignInGoogle.cs:96)
SignInGoogle.getTouches () (at Assets/SignInGoogle.cs:81)
SignInGoogle.Update () (at Assets/SignInGoogle.cs:33)
How do I extract a log? I'm sorry, but I'm a total newbie on this.
Here is the log, i copied the whole section from the plugin initialization to the end of the execution.
I/Unity ( 2519): ********** Android OpenIAB plugin initialized **********
I/Unity ( 2519):
I/Unity ( 2519): (Filename: ./Runtime/ExportGenerated/AndroidManaged/UnityEngineDebug.cpp line: 54)
I/Unity ( 2519):
D/dalvikvm( 2519): GC_CONCURRENT freed 301K, 6% free 6226K/6599K, paused 12ms+3ms, total 42ms
I/dalvikvm( 2519): Could not find method android.view.View.getDisplay, referenced from method com.google.android.gms.internal.fq$b.f
W/dalvikvm( 2519): VFY: unable to resolve virtual method 3291: Landroid/view/View;.getDisplay ()Landroid/view/Display;
D/dalvikvm( 2519): VFY: replacing opcode 0x6e at 0x0009
D/dalvikvm( 2519): GC_CONCURRENT freed 417K, 8% free 6303K/6791K, paused 14ms+16ms, total 114ms
D/dalvikvm( 418): WAIT_FOR_CONCURRENT_GC blocked 0ms
D/dalvikvm( 418): GC_EXPLICIT freed 1488K, 41% free 14035K/23559K, paused 10ms+17ms, total 175ms
D/dalvikvm( 1850): GC_CONCURRENT freed 368K, 7% free 7958K/8519K, paused 4ms+4ms, total 51ms
I/ActivityManager( 418): START {cmp=com.eludo.tapsong/org.onepf.openiab.UnityProxyActivity (has extras) u=0} from pid 2519
E/Unity ( 2519): The animation state could not be played because it couldn't be found!
E/Unity ( 2519): Please attach an animation clip with the name '' or call this function only for existing animations.
E/Unity ( 2519):
E/Unity ( 2519): (Filename: Line: 429)
E/Unity ( 2519):
I/ActivityManager( 418): START {cmp=com.android.vending/com.google.android.finsky.billing.lightpurchase.IabV3Activity (has extras) u=0} from pid -1
D/dalvikvm( 2519): GC_CONCURRENT freed 333K, 7% free 6427K/6855K, paused 12ms+22ms, total 71ms
I/ActivityManager( 418): Displayed com.eludo.tapsong/org.onepf.openiab.UnityProxyActivity: +236ms
I/ActivityManager( 418): Displayed com.android.vending/com.google.android.finsky.billing.lightpurchase.IabV3Activity: +135ms
D/dalvikvm( 2300): GC_CONCURRENT freed 284K, 6% free 6233K/6599K, paused 14ms+3ms, total 48ms
I/Unity ( 2519): purchaseFailedEvent: User canceled. (response: -1005:User cancelled)
I/Unity ( 2519):
I/Unity ( 2519): (Filename: ./Runtime/ExportGenerated/AndroidManaged/UnityEngineDebug.cpp Line: 54)
I/Unity ( 2519):
D/dalvikvm( 643): GC_CONCURRENT freed 965K, 12% free 8633K/9799K, paused 17ms+12ms, total 116ms
D/dalvikvm( 643): WAIT_FOR_CONCURRENT_GC blocked 0ms
D/dalvikvm( 643): GC_EXPLICIT freed 175K, 14% free 8474K/9799K, paused 14ms+3ms, total 93ms
W/ActivityManager( 418): Activity pause timeout for ActivityRecord{418e7be0 com.eludo.tapsong/com.unity3d.player.UnityPlayerNativeActivity}
I/ActivityManager( 418): Process com.eludo.tapsong (pid 2519) has died.
Was it useful somehow?
Are there additional info you might require to determine the situation?
@Cryptomane could you please attach an screenshot?
Here is the screenshot of the dialog i get immediately after pushing on the purchase button.
EDIT: Maybe there's a misconception. With "purchase button" i mean the game button that triggers the Purchase function, not the actual purchase button of Google Play dialog
аналогичная проблема на двух разных гугл аккаунтах.
similar problem on two different Google accounts.
Please take a look at http://android.stackexchange.com/questions/20369/getting-authentication-is-required-when-trying-to-access-the-play-store http://stackoverflow.com/questions/18629181/authentication-requied-you-need-to-sign-in-google-play-account-in-in-app-billi http://stackoverflow.com/questions/27797663/android-in-app-billing-error-you-need-to-sign-into-your-google-account
Looks like we can't do anything on our side to prevent such behavior..
Hi @Cryptomane, May be you have got the solution till now but if not, here i can help you.
It seems you didn't published your .apk file under Alpha or Beta channel in Google Play Developer Console. You need to publish it as Google make it mandatory for developers to publich their .apk's for testing in-app purchase.
To publish your game click on the "Publish" buttton on the upper-right corner in the Google Play Developer Console.
Hi everyone!
Thank you for the questions and answers. To be honest, we can't suggest anything here. Google Play can be chosen as a billing store only if a user is logged in. Otherwise - billing not supported by a store and it can be chosen. We've tried several times but not succeeded to reproduce:(
hi,
it was iOS store, can you try iOS ?
On 29 Jan 2015, at 15:21, Anastasiia Karimova notifications@github.com wrote:
Hi everyone!
Thank you for the questions and answers. To be honest, we can't suggest anything here. Google Play can be chosen as a billing store only if a user is logged in. Otherwise - billing not supported by a store and it can be chosen. We've tried several times but not succeeded to reproduce:(
— Reply to this email directly or view it on GitHub https://github.com/onepf/OpenIAB/issues/431#issuecomment-72031981.
@GrimReio iOS?
@fromparis сould you please provide more details: authentication + iOS + ???
Hmmmm, looks like a lot of confusion here.
@Cryptomane @fudogorg @akarimova The solution for your problem might be publishing your app or game into alpha or beta channel of Google Play Developer Console. Please tell us that did you tried it or not? If yes, what's the outcome?
@fromparis What's your issue? Need more information. This issue is related to Android only.
The game has just been published in beta channel, but I still encounter the same issue.
Do I need to wait some hours for changes to be effective or does updates get active immediately after upload?
Great @Cryptomane Please wait for some time and let us know the result.
any news in this thread? I have allmost the same setup -> unity3d deploying an android app (dev env = win7/64) I'm having the same problem here. (screen telling that it's mandatory authentication. and should login in my account but account is logged and in test-group and in alpha channel google+ tester group too) currently waiting google publish my app to check if this problem go away as @ajaybirla said
It worked, thank you!
@Cryptomane, It's Good. Enjoy. @Born2Go What about you friend?
@ajaybirla thank you for your help!
Hello All: I switched to blueStack emulator and used the same account I was using in my company phone, and it worked. didnt tested again in the real device but I'll report here when I re-test it (and if I found the same bug there) thank you all !
Wow, I left this open for way too long. Time to clean up after myself, thanks again for the help!
Hi, everybody.
I'm trying to use OpenIAB to handle a single purchase for a single product on a single store. (should be pretty simple and yet...)
That's the first time I try using IAB, and I'm on Unity3D.
The code seems to work fine, but when I click on the purchase button a Google Play window opens telling me that I need to authenticate to my Google account. This is really strange, because the button I'm use to init OpenIAB is the same that I use to log in on Google+, so I can check leaderboards and achievements without a problem, but OpenIAB can't see I'm already logged in.
Am I missing something?
EDIT: I'm on Android, and I already installed the Licensing Library and the Billing Library with my SDK Manager.