plugin.google.iap.v3 problem?

Is it possible the following in the plugins part in build.settings can cause problems:

["plugin.google.iap.v3"] =                 {                     publisherId = "com.coronalabs",                     supportedPlatforms = { android=true }                 },

compared to the following:

["plugin.google.iap.v3"] =                 {                     publisherId = "com.coronalabs",                 },

With the first one my app exited at start with an error the plugin.google.iap.v3 wasn’t found or couldn’t be loaded. Changing it to the second now seems to work.

That will cause your app to completely fail on iOS - this may or may not be an issue for you.

Thank you! But what about android?

you will need to post an error log from the console

What is your target store for your build dialog?

Rob

Google Play

There shouldn’t be a difference between your two examples if you’re building for Android and you have the store selected properly. 

Rob

I thought so…

Were there some changes in how to implement the store code lately? I have still used the store.init(“google”,transactionCallback) and now are using the store.init(transactionCallback).
My code for the store is very “simple”… I’m right now testing with requiring the store, then init it and then trying to purchase the product… but never get to the purchased state. I broke this down to this simple version of code, but am I missing something here?

Have you gone through our new guide yet?

https://docs.coronalabs.com/guide/monetization/IAP/index.html

Rob

I have and I can’t figure out what is causing the problems here. It seems like the store.init is failing. I have an uploaded .apk (the app is available in Open Beta).

I also noticed problems with the licensing.init with using licensing.verify(licensinglistener) NEVER reaching the licensinglistener. I have checked multiple times for the correct key in config.lua and everything is fine and should work.

I don’t know if this maybe is based on the same problem… maybe someone has heard about this and knows a “solution”?

Right now I don’t know where I should look to fix this.

That will cause your app to completely fail on iOS - this may or may not be an issue for you.

Thank you! But what about android?

you will need to post an error log from the console

What is your target store for your build dialog?

Rob

Google Play

There shouldn’t be a difference between your two examples if you’re building for Android and you have the store selected properly. 

Rob

I thought so…

Were there some changes in how to implement the store code lately? I have still used the store.init(“google”,transactionCallback) and now are using the store.init(transactionCallback).
My code for the store is very “simple”… I’m right now testing with requiring the store, then init it and then trying to purchase the product… but never get to the purchased state. I broke this down to this simple version of code, but am I missing something here?

Have you gone through our new guide yet?

https://docs.coronalabs.com/guide/monetization/IAP/index.html

Rob

I have and I can’t figure out what is causing the problems here. It seems like the store.init is failing. I have an uploaded .apk (the app is available in Open Beta).

I also noticed problems with the licensing.init with using licensing.verify(licensinglistener) NEVER reaching the licensinglistener. I have checked multiple times for the correct key in config.lua and everything is fine and should work.

I don’t know if this maybe is based on the same problem… maybe someone has heard about this and knows a “solution”?

Right now I don’t know where I should look to fix this.