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public void OuyaGetReceiptsOnSuccess(List<OuyaSDK.Receipt> receipts)
{
m_receipts.Clear();
foreach (OuyaSDK.Receipt receipt in receipts)
{
m_receipts.Add(receipt);
if (receipt.getIdentifier() == m_products[0].getIdentifier())
{
// Only 1 product so we're unlocked
//... code to unlock full game goes here.
purchaseStatus = PURCHASE_COMPLETE;
}
}
if (purchaseStatus != PURCHASE_COMPLETE)
{
if (m_receipts.Count == 0)
{
myErrorString = "No receipts in array";
}
else
{
myErrorString = m_receipts[0].getIdentifier() + ", " + m_products[0].getIdentifier();
}
purchaseStatus = ERROR;
}
}
As you can see it's based on the IAP example from the ouya package. However, even when this function is called indicating a success, there are never any receipts in the list, even if I have already purchased the upgrade,
I was wondering if this is because the purchases are test purchases on my own account so won't generate receipts on the system? If this is the case then how should we test such restore functionality? I've submitted the game based on the above assumption, will hold back from publishing and fix if that's not the case.
Secondly, if someone tries to buy an entitlement a second time, will the Ouya system charge them again, or does it pick up that you've already bought this item (as with the Apple IAP system) and refuse to charge you again?
Many thanks for your help.
Tim
Comments
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].