Validating Test environment reciepts for In-app purchase for iOS in Unity
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Our app's been rejected with the following feedback:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."
How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.
ios validation unity3d in-app-purchase receipt
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up vote
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down vote
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Our app's been rejected with the following feedback:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."
How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.
ios validation unity3d in-app-purchase receipt
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
Our app's been rejected with the following feedback:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."
How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.
ios validation unity3d in-app-purchase receipt
Our app's been rejected with the following feedback:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."
How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.
ios validation unity3d in-app-purchase receipt
ios validation unity3d in-app-purchase receipt
edited Nov 20 at 7:49
D Manokhin
602219
602219
asked Nov 20 at 7:45
Himayat
13
13
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