Thanks for the reply.
The issue is not really related to the store account, as even with no user logged in, the IAP functionality will fail.
It basically fails after a delay when the receipt upon attempting to get product information from the store fails (with the enclosed error message).
So, when it is failing I have logged out from the store and not yet logged in at all.
A tangent: We had no issues whatsoever with test users vs. real users during the testing stages (pre-release). We did actually mix real and sandbox-accounts during testing on one occasion and it did not invanlidate accounts, so not sure if that still applies.
But just to be clear, this is not related to the current error where simply requesing product information will lead to an error for the app version deployed via Xcode, but the live app works exactly as expected.
Regarding what's happening behind the scenes, this is what kicks off the failure:
// Execute a product metadata retrieval request via GCD.
-(void) initiateProductPoll:(int) delayInSeconds
{
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void) {
UnityPurchasingLog(@"Requesting product data...");
request = [[SKProductsRequest alloc] initWithProductIdentifiers:productIds];
request.delegate = self;
[request start];
});
}
This is from UnityPurchasing.m and I haven't looked much further, but it preps a request for product info and starts it. This returns a failure, which is logged through UnityPurchasings log function, and the output is what I enclosed earlier.
So, this is not attempting any purchase transaction, nor is it triggering a login. We're simply requesting information, and since the app is signed as a dev app, we're sent to the sandbox environment but the request seems to be rejected.
Currently, I am pinning this on the Apple backend, but I am happy to be proven wrong.
Again, thanks in advance for any help.