Not loaded plugin.google.iap.v3

Hello. I had an insurmountable problem :frowning: I have a project with a workable plug plugin.google.iap.v3, and not any problems with this app not. But in another project attempt to connect plug-in causes an error: module ‘plugin_google_iap_v3’ not found

It does not work even the simplest version of the draft having only one line:

store = require “plugin.google.iap.v3”

there is the same error …

This same project on another computer works without problems and is compiled. Help solve the problem

Hi @execom,

I assume the other computer is one that is registered with your Corona account, and it is fully set up for Corona development? Working network connectivity and no firewall issues that may be blocking download of the plugin?

Best regards,

Brent

Share your project via dropbox or other method (not a code dump here).

If this is not the issue Brent pointed out, it is then likely to be a problem with your build.settings file.

Also, when asking for help please always tell us these things:

  • Corona Version You Built With - Ex 2015.2731
  • OS You built FROM - i.e. Are you building on Windows or OS X?
  • Target OS you build TO - Are building for Android or iOS
  • Device you tested on.

Ex: I built this using Corona 2015.2777 on a Windows system and targeting Android.  I tested it on a Nexus 7 Gen 1 and a a Kindle Fire HD.

Unfortunately I’m having the same problem with this
Using the latest public build under windows 8. Was this resolved?

i have the same problem. i can’t find a solution.

please some one help

Hi @remiduchalard,

To assist you, we’ll need to first see the contents of your “build.settings” file. Please post it here, and surround it with “code” tags for clarity in the forums.

[code] -- your code [/code]

Thanks,

Brent

Thank you to take time to help me.  :slight_smile:

settings = { orientation = { default = "landscapeRight", supported = { "landscapeRight","landscapeLeft" } }, iphone = { plist = { UIStatusBarHidden = false, UIPrerenderedIcon = true, -- set to false for "shine" overlay --UIApplicationExitsOnSuspend = true, -- uncomment to quit app on suspend         --[[      -- iOS app URL schemes:       CFBundleURLTypes =       {       {         CFBundleURLSchemes =           {           "fbXXXXXXXXXXXXXX", -- example scheme for facebook             "coronasdkapp", -- example second scheme           }         }       },       --]]       -- Icon image files table       CFBundleIconFiles = {         "Icon.png",         "Icon@2x.png",         "Icon-60.png",         "Icon-60@2x.png",         "Icon-60@3x.png",         "Icon-72.png",         "Icon-72@2x.png",         "Icon-76.png",         "Icon-76@2x.png",         "Icon-Small-40.png",         "Icon-Small-40@2x.png",         "Icon-Small-40@3x.png",         "Icon-Small-50.png",         "Icon-Small-50@2x.png",         "Icon-Small.png",         "Icon-Small@2x.png",         "Icon-Small@3x.png"       },       -- Launch image files table (see section below)       UILaunchImages = {       }, } }, window = {   -- Settings for the desktop window; applies to both Win32 and OS X desktop apps   },   excludeFiles =   {     -- Exclude all files at paths which end with "secret.txt" -- pour version dev voir dans niveau 1451   all ={"\*@1x.png","\*@2x.png","\*@2x.jpg","\*@2x.jpeg" },-- version lte --"\*@4x.png","\*@4x.jpg","\*@4x.jpeg" }, -- "\*@1x.png" --{"\*@4x.png","\*@4x.jpg","\*@4x.jpeg"}   --   all ={"\*@1x.png"},-- version mde   --   all ={"\*@4x.png","\*@4x.jpg","\*@4x.jpeg"}, -- version large   },   android =   {     supportsScreens =     {       smallScreens = true,       normalScreens = true,      largeScreens = true,       xlargeScreens = true,     },     usesPermissions =     {       "android.permission.INTERNET",       "android.permission.ACCESS\_NETWORK\_STATE",       "android.permission.WRITE\_EXTERNAL\_STORAGE",       "android.permission.WRITE\_INTERNAL\_STORAGE",       "android.permission.RECEIVE\_BOOT\_COMPLETED",       "com.android.vending.BILLING",       "com.android.vending.CHECK\_LICENSE",     },   },   plugins =   {     -- key is the name passed to Lua's 'require()'     -- ["plugin.openssl"] =     -- {       -- required     -- publisherId = "com.coronalabs",     -- },        ["plugin.google.iap.v3"] =       {         publisherId = "com.coronalabs",         supportedPlatforms = { android=true }        },          ["CoronaProvider.analytics.flurry"] =        {          publisherId = "com.coronalabs"        },        ["CoronaProvider.gameNetwork.google"] =        {         publisherId = "com.coronalabs",         supportedPlatforms = { android=true }        },   }, }

Hi @remiduchalard,

Are you trying to run this on a real device or in the Corona Simulator?

Brent

Thank you for your help.

I rebuild today and instal the apk on my phone and it’s work properly. (For install the apps, I upload the apps in google play and i install the apps on my mobile form the google play.

I have a new bug (Erreur Authentification requise. Veuillez vous connecter à votre compte Google., in english it would be "Error Authentification is necessary. Please log with your gmail account.)

I think, i will find the answer on an other page of the forum.

The second problem was solve quite quickly. It was only the name of the in app. Before I write in my code the full name of the in app and when i write only the name of the in app it s work.

Hi 

We are facing this issue when we open my game on corona simulator. we use corona on windows 7.

corona runtime error

module ‘plugin_google_iap_v3’ not found

no field package.preload [‘plugin_google_iap_v3’]

how to resolve this

Hi @haider. Welcome to the forums.  Please post your build.settings file. Make sure to click the blue <> button in the edit bar (with Bold, Italic, etc.) and paste your build.settings contents into the box that pops up.

Thanks

Rob

[lua]

settings =

{

    plugins = {

  

        [“CoronaProvider.native.popup.social”] =

        {

            publisherId = “com.coronalabs”

        },

        [“plugin.google.iap.v3”] =

        {

            publisherId = “com.coronalabs”,

            supportedPlatforms = { android=true }

        },

        [“CoronaProvider.gameNetwork.google”] =

        {

            publisherId = “com.coronalabs”,

            supportedPlatforms = { android = true },

        },

    

        [“plugin.google.play.services”] =

        {

            publisherId = “com.coronalabs”

        },

            --[[remove this line to implement tapfortap

            [“plugin.tapfortap”] =

        {

            – required

            publisherId = “com.tapfortap”,

        },

        ]] --remove this line to implement tapfortap

        [“plugin.chartboost”] =

        {

            publisherId = “com.swipeware”,

        },

        --[[ remove this line to implement AdBuddiz

        [“plugin.adbuddiz”] =

        {

            – required

            publisherId = “com.adbuddiz”,

        },

        ]]-- remove this line to implement AdBuddiz

        --[[remove this line to implement inMobi

        [“CoronaProvider.ads.inmobi”] =

        {

            publisherId = “com.coronalabs”,

        },

        ]]-- remove this line to implement inMobi

       --[[remove this line to implement inneractive

        [“CoronaProvider.ads.inneractive”] =

        {

            publisherId = “com.inner-active”,

        },

        ]]–remove this line to implement inneractive

        --[[remove this line to implement Vungle

        [“CoronaProvider.ads.vungle”] =

        {

            publisherId = “com.vungle”,

        },

        ]]–remove this line to implement Vungle

        --[[remove this line to implement iAds

        [“CoronaProvider.ads.iads”] =

        {

            – required

            publisherId = “com.coronalabs”,

        },

        ]] --remove this line to implement iAds     

        --[[remove this line to implement playhaven

        [“plugin.playhaven”] =

        {

            – required

            publisherId = “com.playhaven”,

        },

        ]] --remove this line to implement playhaven

        [“facebook”] =

        {

            – required

            publisherId = “com.coronalabs”,

        },

    },

    orientation =

    {

        default = “portrait”,

        supported = { “portrait” }

    },

    android =

    {

        googlePlayGamesAppId = “186137610783”,  --insert your app id number for google game services

        usesPermissions =

        {

            “com.android.vending.BILLING”, --remove this line if you don’t use iAP

            “android.permission.INTERNET”,

            “android.permission.ACCESS_NETWORK_STATE”,

            --[[remove this line if you use admob and not chartboost

            “android.permission.READ_PHONE_STATE” 

            ]]–remove this line if you use admob and not chartboost

         },

    }

}

[/lua]

Yep, i have same problem. Plugin could not be founded. 

First of all, I recommend you download the latest public build (2380) that we just announced yesterday. This has a key feature that helps with plugins and the simulator. You’re running into a problem where the “supportedPlatforms” line is preventing the simulator from downloading a small stub file that the simulator uses to avoid giving you that error.

if you wish to stay with an older build for now, simply comment out the supportedPlatforms line, reload the simulator, let it download the stub, then un-comment the line.

The simulator can’t run these plugins. You have to build for device and test on the device for IAP.

Rob

Hi @execom,

I assume the other computer is one that is registered with your Corona account, and it is fully set up for Corona development? Working network connectivity and no firewall issues that may be blocking download of the plugin?

Best regards,

Brent

Share your project via dropbox or other method (not a code dump here).

If this is not the issue Brent pointed out, it is then likely to be a problem with your build.settings file.

Also, when asking for help please always tell us these things:

  • Corona Version You Built With - Ex 2015.2731
  • OS You built FROM - i.e. Are you building on Windows or OS X?
  • Target OS you build TO - Are building for Android or iOS
  • Device you tested on.

Ex: I built this using Corona 2015.2777 on a Windows system and targeting Android.  I tested it on a Nexus 7 Gen 1 and a a Kindle Fire HD.

Unfortunately I’m having the same problem with this
Using the latest public build under windows 8. Was this resolved?

i have the same problem. i can’t find a solution.

please some one help

Hi @remiduchalard,

To assist you, we’ll need to first see the contents of your “build.settings” file. Please post it here, and surround it with “code” tags for clarity in the forums.

[code] -- your code [/code]

Thanks,

Brent