Hello.
Thank you for your help.
right now i'm able to test it without problem, except for Downgrade.
this won't work :
Open the app and buy 3 months subscription
confirm the purchase and close the app
open again the app and try to downgrade from 3 to 1 month subscription by buying 1 month one
here i get the purchase success message from the IOS UI but my in game UI is stuck in waiting state and i'm not able to do nothing, but if i go to the IOS settings menu and under mySandboxID->Manage->Subscriptions i'm able to confirm that 1 month plan is the active one.
but this will work :
subscribe from the app to the 3 month plan and close the app,
then from the appstore sandboxID i manage my subscription and downgrade it to the 1 month one,
after 15 minutes i confirmed that my current subscription under the app is the 1 month one,
so i did a quick check on Unity Forum to figure out if there is an issue on the IAP side, and i found an interesting post from an Unity Staff member here :
https://forum.unity.com/threads/ios-subscription-upgrade-downgrade.804687/
he/she says :
Note for iOS: Sandbox is known to not support the Upgrade/Downgrade properly (especially the UI)
are this true? we must know if Sandbox doesn't support upgrading/downgrading properly.
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Thank you for your help!
everything is set right, Subscription are grouped toghether.
from our test we are facing that on Downgrading the subscription none of the callback provided from the unity IAP are called.
Open The game and go to the Subscriptions screen
Buy 3 months plan ( we have 1,3,12 months subscription plans)
we have confirmed that 3 months lan are purchased and reflected to the InGame UI
from here we are trying to Downgrade to the 1 month subscription but this time we are getting the Apple translaction succeed UI message but none of the callback OnPurchaseFailed() and ProcessPurchase() are called and our in game UI freeze because is waiting for a response.. ( we have confirmed that on the sandbox ID manage page the current active subscription is the 1 month one )
so we are pretty sure that is a bug of the Unity IAP.