In-App Purchase

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Offer extra content, digital goods, and features directly within your app using in-app purchases.

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Apple Subscriptions - Coupons/Offer codes
We are trying to develop a coupon/offer code module where our app users can avail a free trail offer for 2 months period after applying the code. We already had a subscription module with monthly & yearly subscriptions with 7 day free trial period. Now, we want to implement a offer/coupon module, where, a user can either select monthly or yearly subscription, and upon entering the offer/coupon code, they will get 2 months free trial (or) a discount on the chosen subscription. (this will overwrite the existing 7 day free trial). We are confused on choosing the type of “offer/coupon” from AppStore connect. In App Store connect, we have introductory offers, promotional offer & Offer codes. Based on our requirements, we have done research and found that we cannot implement the offer code & promotional codes in the develop environment as there is no possibility to test in Sandbox environment. We observed that we need to push the app to App store and upon approval, we need to implement “offer/coupon” module. Can some one please suggest or guide us on choosing the best solution for our requirement? Thanks in advance.
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120
Jul ’25
App Store Policy Inquiry: Selling Third-Party Digital Goods via Wallet App
Hello, I am seeking clarification regarding App Store policy requirements for In-App Purchases (IAP) in the following scenario: We are developing a wallet-based super app that allows users to access third-party storefronts (mini-apps) from within our app via embedded WebViews or similar in-app experiences. These storefronts are web-based and branded by external merchant partners. In this model: The mini-app storefront is embedded within our wallet app, but technically hosted externally by the merchant. The user browses and selects digital goods (e.g., in-game currency, subscription vouchers, virtual items) from the merchant’s mini-app. When the user proceeds to purchase, the payment is processed using a saved payment method from the wallet app, not through the App Store’s IAP system. The digital goods are for use in a separate third-party app, not within the wallet app itself. The wallet app does not directly fulfill or deliver the purchased digital goods. We would like to confirm whether this flow is subject to IAP policy enforcement, or whether using our own wallet payment method is permitted in this context, given that: The purchase is initiated within our app, The goods are digital but are fulfilled in a third-party service or app, And the wallet provider is not the developer of the destination app. We are happy to provide more details or a flow diagram if needed. Thank you
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Jul ’25
in-app purchases
I implemented consumable in-app purchases in an iPhone app using ProductView(). When I tap the payment button in ProductView(), I am taken to the payment screen and once the payment is completed the next code seems to be executed, so there doesn't seem to be a problem, but if I tap the payment button in ProductView() again, the next code is executed without taking me to the payment screen. This means that a single payment can be made multiple times. Can someone help? ProductView(id: "geminiOneMatch") .productViewStyle(.compact) .padding() .onInAppPurchaseCompletion { product, result in if case .success(.success(_)) = result { // 課金が成功した場合の処理 gemini.addOneMatch(amount: 20) popUpVM.geminiOneMatchPopUp = false dataManageVM.generateRespons(locale: locale) } }
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250
Jul ’25
integrating In-App Purchases on PWA.
I am trying to launch a PWA as an application on App Store, and got rejected cause of In-App Purchases. Application is about content generation and selling subscriptions for premium content. So thats why needed to implement In-App Purchases. I have created wrapper via PWABuilder. And it is looking great so far, now my question is about How can I implement In-App Purchases in the bundle which is already created. Any suggestions will be appreciated. More clarification:- I have that product running on Web right now, we have integrated Stripe for payment handling for subscriptions. If there is nothing we can do for In-App Purchases then we have to make purchases on website and then user will be able to experience the changes. We tried that, but then we got rejected for showing locked premium content on user's feed. Also can't show any CTA or Subscribe text or button.
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148
Jul ’25
SKErrorDomain Code 2 Problem
We are facing a serious issues with in app purchases in our app. We offer 3 IAP: auto-renewable subscription 1W, auto-renewable subscription 1Y, non-consumable one-time purchase (LifeTime access) In our case 90-95% of transactions fail and we mostly get SKError code=2 . Sometime purchase fails several times for the same user so it’s very hard to believe that user intentionally cancels transaction for the same product 4 or even 5 times in a row. It happens regardless iOS version, device model, our app version. We've checked multiple threads with the same issue but coudn't find any solution. We do not offer any promotions, product identifiers are valid... Some users are able to make a purchases without any issues.
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Jul ’25
"In-App Purchases are not allowed" Error Persists After All Troubleshooting Steps
Hello, I am consistently receiving the error message "In-app purchases are not allowed on this device" whenever I try to make an in-app purchase on my iOS device. Despite following all the recommended solutions I could find online, the issue remains unresolved. Here is a list of the steps I have already taken: Checked Screen Time Settings: I navigated to Settings > Screen Time > Content & Privacy Restrictions > iTunes & App Store Purchases. I have confirmed that "In-App Purchases" is set to "Allow." I have also tried toggling this setting off and on again. Signed Out & In of Apple ID: I signed out of my Apple ID via Settings > [Your Name] > Media & Purchases, restarted the device, and then signed back in. Restarted the Device: I have force-restarted my device multiple times. Updated iOS: I have ensured my device is running the latest version of iOS (checked via Settings > General > Software Update). Verified Payment Method: I have confirmed that my payment method on file is valid and up-to-date. Created a New Sandbox Account: I also created a new Sandbox Tester account in App Store Connect and tested with it, but the result was the same. Device Information: Device Model: iPhone 15, iPhone 13 iOS Version: iOS 17.5, iOS 18 Even after performing all of these steps, the problem persists. Has anyone else encountered such a stubborn issue, or does anyone have a different solution I could try? Thank you in advance for your help.
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230
Jul ’25
App Review Rejection for Guidelines 3.1.1
Hi all, Our app has been rejected several times without any clear explanation of what we need to do. The latest rejection reason is as follows: The app accesses digital content purchased outside the app, such as Tracker data plans, but that content isn't available to purchase using in-app purchase. Apps must use in-app purchase to unlock features or functionality within the app. Apps on the United States storefront may include buttons, external links, or other calls to action to direct users to payment mechanisms other than in-app purchase. Next Steps The paid digital content, services, or subscriptions included in or accessed by your app must be available for purchase in the app using only in-app purchase. As noted above, apps on the United States storefront may include buttons, external links, or other calls to action to payment mechanisms other than in-app purchase. To learn more about the recent changes to the App Review Guidelines, see the News post on Apple Developer. We plan to implement payments outside of IAP, and here is the business scenario of our app: Our app is designed to control an external hardware device. However, the device has a built-in SIM card, so to use the device, a data plan must be activated for it to function properly. These data plans are used to pay mobile network operators. Different data plans incur different fees and activate different hardware features of the device. In addition, since the hardware device will only be linked to the app after successful activation, the control buttons in the app for managing the hardware remain disabled until activation is complete. Therefore, we believe using non-IAP payments is justified under Guideline 3.1.4 – Hardware-Specific Content: I have repeatedly explained these points to the App Review team, but they still rejected the submission. I have asked multiple times which specific details are considered violations of 3.1.1, but they have not provided any concrete explanation. They also have not clarified whether 3.1.4 is deemed inapplicable in our case. Therefore, I am reaching out here for help. Thank you very much.
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Jul ’25
react native iap not providing the subscription information
I am handling the buy subscription with this function const handleBuySubscription = async (productId) => { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, }) does not return anything, and it is stuck at await
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83
Aug ’25
In-App Purchases vs Subscriptions
The question is related to getting rejected by Apple when the app does only have Subscriptions but no In-App Purchases. My understanding is that an in-app purchase is consumable or non-consumable as that's how the UI on appstoreconnect shows it. My app has 3 tier subscription, paid monthly, and that's it. But "We are unable to complete the review of the app because one or more of the in-app purchase products have not been submitted for review." Which I have none?
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Jul ’25
Urgent - React Native IAP Issue
While using react-native-iap and being successfully connected with initConnection() I'm not receiving information on subscriptions with requestSubscription(). Attaching the code here, if anyone could assist asap please would be really grateful thanks! Been at it all day and just can't figure. const handleBuySubscription = async (productId) => { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, })
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112
Aug ’25
Consumable in-app purchases
I implemented consumable in-app purchases in an iPhone app using StoreKit's ProductView(). When I tap the payment button in ProductView(), I am taken to the payment screen and once the payment is completed, the desired code appears to be executed, so there doesn't seem to be a problem, but when I tap the payment button in ProductView() again, the desired code is executed without being taken to the payment screen. So one payment can be used any number of times. I thought I wrote it exactly according to the reference, but will it be okay in a production environment? Is there any code that is necessary?
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Jul ’25
Can't restore purchases on some devices
Hi, we have published a flutter app on the App Store offering additional content via one-time in-app purchases. Everything is working as expected when distributing the app via TestFlight but we're reportedly having issues with users not being able to restore purchases on some devices with the app loaded from the Apple App Store. We noticed the issue when some user were unable to unlock the in-app purchases via promotion codes we supplied for marketing reasons. Most of them were able to unlock the purchases using the promotion codes without a problem. Some had to try several times using a new code each time but for some users (on some of their devices) it's not working at all and we can't seem to find the reason for it. Here is one users case in detail: the user tried to unlock our "complete bundle" using a promo code first code did not seem to work, so I provided a new code it seems that both codes were redeemed correctly because both of the show up in the users purchase history in his App Store profile Now, the user is unable to unlock the content inside our app on his iPhone, he is however able to unlock it on its iPad without a problem. Both devices run the same iOS version, same Apple ID and the exact same app version. Even stranger: when using the TestFlight version of the app, again everything is working correctly even on the users iPhone. I took a look at the device logs and here's what I found: This is a snapshot of the users iPad. As you can see products are found and listed correctly storekitd seems to find and return products in receipt with the correct identifier we get the correct information and are able to restore the correct purchase 14:48:17.032895+0200  Runner  flutter: Found id: de.BUNDLEID.01, title: TITLE 1, price: €29.99 14:48:17.032922+0200  Runner  flutter: Found id: de.BUNDLEID.bundle, title: TITLE Gesamtpaket, price: €59.99 14:48:17.032975+0200  Runner  flutter: Found id: de.BUNDLEID.02, title: TITLE 2, price: €29.99 14:48:17.033001+0200  Runner  flutter: Found id: de.BUNDLEID.extension, title: TITLE Plus, price: €9.99 14:48:20.656702+0200  storekitd  [70D5C079]: Found 2 products in receipt with ID de.BUNDLEID.bundle 14:48:20.667793+0200  Runner  flutter: Called purchaseListener (purchaseDetailsList: 1) 14:48:20.667838+0200  Runner  flutter: Purchase restored 14:48:20.667869+0200  Runner  flutter: Unlock permission TITLE_1 14:48:20.667892+0200  Runner  flutter: Update TITLE_1 with true 14:48:20.672199+0200  Runner  flutter: Unlock permission TITLE_2 14:48:20.672243+0200  Runner  flutter: Update TITLE_2 with true 14:48:20.677849+0200  Runner  flutter: Unlock permission TITLE_3 14:48:20.677897+0200  Runner  flutter: Update TITLE_3 with true 14:48:20.679079+0200  Runner  flutter: Calling completePurchase... Same exact behavior can be observed on the users iPhone when running the TestFlight version of the app. However, running the app from the Apple App Store on the users iPhone (same Apple ID, same OS and app version), the log looks like this: ​14:23:26.150484+0200 Runner flutter: Found id: de.BUNDLEID.bundle, title: TITLE Gesamtpaket, price: €59.99 14:23:26.150513+0200 Runner flutter: Found id: de.BUNDLEID.02, title: TITLE 2, price: €29.99 14:23:26.150619+0200 Runner flutter: Found id: de.BUDNLEID.extension, title: TITLE Plus, price: €9.99 14:23:26.150657+0200 Runner flutter: Found id: de.BUNDLEID.01, title: TITLE 1, price: €29.99 14:23:27.125353+0200 dasd com.apple.icloud.searchpartyd.ProductInfoManager:C25423:[ (name: Thundering Herd Policy, policyWeight: 14:23:27.376336+0200 storekitd [Client] (Runner) Initialized with server Production bundle ID de.ds-infocenter.guk and request bundl 14:23:27.390026+0200 storekitd AMSURRequestEncoder: (7BA6012D] Encoding request for URL: https://mzstorekit.itunes.apple.com/inApps/ 14:23:27.984831+0200 storekitd [7BA6012D]: Found 2 products in receipt with ID de.BUNDLEID.bundle 14:23:27.990235+0200 Runner flutter: Called purchaseListener (purchaseDetailsList: 0) 14:23:27.990271+0200 Runner flutter: Purchase details list is empty! StoreKit seems to return the same exact products but for some reason the purchaseDetails list seems to be empty this time. Here is the code responsible for restoring the purchases. Nothing fancy going on here if you ask me. @override void initState() { super.initState(); db = context.read<Database>(); inAppPurchase = InAppPurchase.instance; inAppPurchase.purchaseStream.listen( purchaseListener, onError: (error) { print('Purchase stream error: $error'); showErrorDialog(); }, cancelOnError: true, ); queryProductInformation().then((value) { if (value == null) { print('value in queryProductInformation is null!'); updateProcessing(false); return; } setState(() { for (var details in value.productDetails) { products[details.id] = details; } }); updateProcessing(false); }); } Future<void> restorePurchases() async { updateProcessing(true); await inAppPurchase.restorePurchases(); } void purchaseListener(List<PurchaseDetails> purchaseDetailsList) async { print( 'Called purchaseListener (purchaseDetailsList: ${purchaseDetailsList.length})'); if (purchaseDetailsList.isEmpty) { print('Purchase details list is empty!'); updateProcessing(false); return; } for (var purchaseDetails in purchaseDetailsList) { switch (purchaseDetails.status) { case PurchaseStatus.purchased: print('Purchase successful: ${purchaseDetails.productID}'); completePurchase(purchaseDetails.productID); break; case PurchaseStatus.canceled: print('Purchase was canceled'); updateProcessing(false); break; case PurchaseStatus.restored: print('Purchase restored'); completePurchase(purchaseDetails.productID); break; case PurchaseStatus.pending: print('Purchase pending'); break; case PurchaseStatus.error: print('Purchase error'); showErrorDialog(); break; } print('Calling completePurchase...'); await inAppPurchase.completePurchase(purchaseDetails); } } Could this be an issue on Apples API or flutters in_app_purchase package?
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216
Jul ’25
IAP Product Not Getting Approved – Stuck in Review Loop
I’m stuck in a loop where my in-app purchase (IAP) product cannot be reviewed because my app version is in “Rejected” status. In order to submit the IAP for review, I need to submit a new app version and select the IAP product. But since the current version is rejected, I can't select the IAP during submission. As a result, RevenueCat can't fetch the IAP products, and the app appears to not use in-app purchases, which leads to another rejection. I’d like to know the correct steps to break this cycle and properly submit both the app and the IAP for review. Any guidance is appreciated!
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Oct ’25
Sandbox apple in app purchases not working
Received error that does not have a corresponding StoreKit Error: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase More details: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase} Received error that does not have a corresponding StoreKit Error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}} Purchase did not return a transaction: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}}
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Jul ’25
Sandbox apple in app purchases not working - Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase"
&lt;SKPaymentQueue: 0x10629d1b0&gt;: Payment completed with error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=USA, NSUnderlyingError=0x108f15c80 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008030-001E19361A12202E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-30 07:08:24 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}}
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250
Jul ’25
Problem Generating Signature for Subscription Offers – Error Code 18
I'm successfully using Apple subscriptions in my app, but I'm encountering SKErrorCodeDomain error 18 when trying to apply a subscription offer. I want apply offer code first time only for subscription. Below are details of what i set in appstore and what i have tested. Subscription Offer Details Offer Type: For the first month Customer Eligibility: New, Existing, and Expired Subscribers Code Status: Active Offer Code Creation Steps: App Store Connect → App → Subscription → Select Subscription Product → Offer Codes → Add → Add Custom Codes Signature Generation for Promotional Offers I'm following Apple's documentation to generate a signature: https://developer.apple.com/documentation/storekit/generating-a-signature-for-promotional-offers I’ve constructed the payload as instructed: appBundleId + '\u2063' + keyIdentifier + '\u2063' + productIdentifier + '\u2063' + offerIdentifier + '\u2063' + appAccountToken + '\u2063' + nonce + '\u2063' + timestamp Keys and Identifiers keyIdentifier, issuerId, and .p8 file are obtained from: App Store Connect → Users and Access → Integrations → In-App Purchase Test user created under: App Store Connect → Users and Access → Sandbox → Test Accounts Logged in with this account on the iPhone What I’ve Tried Verified all values used in the payload are correct Tried both seconds and milliseconds for the timestamp (as per documentation, it should be in milliseconds) Tried setting appAccountToken to: a valid UUID an empty string not setting it at all Used Apple’s sample code to generate a signature: https://developer.apple.com/documentation/storekit/generating-a-promotional-offer-signature-on-the-server Verified the generated signature locally, and it validated successfully: https://developer.apple.com/documentation/storekit/generating-a-signature-for-promotional-offers#Validate-locally-and-encode-the-signature Apple’s sample code to generate a signature Downloaded from const express = require('express'); const router = express.Router(); const crypto = require('crypto'); const ECKey = require('ec-key'); const secp256k1 = require('secp256k1'); const uuidv4 = require('uuid/v4'); const KeyEncoder = require('key-encoder'); const keyEncoder = new KeyEncoder('secp256k1'); const fs = require('fs'); function getKeyID() { return "KEYIDXXXXX"; } router.post('/offer', function(req, res) { const appBundleID = req.body.appBundleID; const productIdentifier = req.body.productIdentifier; const subscriptionOfferID = req.body.offerID; const applicationUsername = req.body.applicationUsername; const nonce = uuidv4(); const currentDate = new Date(); const timestamp = currentDate.getTime(); const keyID = getKeyID(); const payload = appBundleID + '\u2063' + keyID + '\u2063' + productIdentifier + '\u2063' + subscriptionOfferID + '\u2063' + applicationUsername + '\u2063'+ nonce + '\u2063' + timestamp; // Get the PEM-formatted private key string associated with the Key ID. // const keyString = getKeyStringForID(keyID); // Read the .p8 file const keyString = fs.readFileSync('./SubscriptionKey_47J5826J8W.p8', 'utf8'); // Create an Elliptic Curve Digital Signature Algorithm (ECDSA) object using the private key. const key = new ECKey(keyString, 'pem'); // Set up the cryptographic format used to sign the key with the SHA-256 hashing algorithm. const cryptoSign = key.createSign('SHA256'); // Add the payload string to sign. cryptoSign.update(payload); /* The Node.js crypto library creates a DER-formatted binary value signature, and then base-64 encodes it to create the string that you will use in StoreKit. */ const signature = cryptoSign.sign('base64'); /* Check that the signature passes verification by using the ec-key library. The verification process is similar to creating the signature, except it uses 'createVerify' instead of 'createSign', and after updating it with the payload, it uses `verify` to pass in the signature and encoding, instead of `sign` to get the signature. This step is not required, but it's useful to check when implementing your signature code. This helps debug issues with signing before sending transactions to Apple. If verification succeeds, the next recommended testing step is attempting a purchase in the Sandbox environment. */ const verificationResult = key.createVerify('SHA256').update(payload).verify(signature, 'base64'); console.log("Verification result: " + verificationResult) // Send the response. res.setHeader('Content-Type', 'application/json'); res.json({ 'keyID': keyID, 'nonce': nonce, 'timestamp': timestamp, 'signature': signature }); }); module.exports = router; Postman request and response Request URL: http://192.168.1.141:3004/offer Request JSON: { "appBundleID":"com.app.bundleid", "productIdentifier":"subscription.product.id", "offerID":"OFFERCODE1", "applicationUsername":"01234b43791ea309a1c3003412bcdaaa09d39a615c379cc246f5f479760629a1" } Response JSON: { "keyID": "KEYIDXXXXX", "nonce": "f98f2cda-c7a6-492f-9f92-e24a6122c0c9", "timestamp": 1753510571664, "signature": "MEYCIQCnA8UGWhTiCF+F6S55Zl6hpjnm7SC3aAgvmTBmQDnsAgIhAP6xIeRuREyxxx69Ve/qjnONq7pF1cK8TDn82fyePcqz" } Xcode Code func buy(_ product: SKProduct) { let discountOffer = SKPaymentDiscount( identifier: "OFFERCODE1", keyIdentifier: "KEYIDXXXXX", nonce: UUID(uuidString: "f98f2cda-c7a6-492f-9f92-e24a6122c0c9")!, signature: "MEYCIQCnA8UGWhTiCF+F6S55Zl6hpjnm7SC3aAgvmTBmQDnsAgIhAP6xIeRuREyxxx69Ve/qjnONq7pF1cK8TDn82fyePcqz", timestamp: 1753510571664) let payment = SKMutablePayment(product: product) payment.applicationUsername = "01234b43791ea309a1c3003412bcdaaa09d39a615c379cc246f5f479760629a1" payment.paymentDiscount = discountOffer SKPaymentQueue.default().add(payment) } Issue Even following instructions to the documentation and attempting various combinations, the offer keeps failing with SKErrorCodeDomain error 18. Has anyone else experienced this? Any suggestions as to what may be amiss or how it can be corrected?
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133
Jul ’25
ProductView failed to trigger purcahse flow.
Hi, My app has an IAP and the view that let user to purchase is simply a ProductView. The purchase flow should be handled by the ProductView itself. I have tested the app with xcode storekit configuration, xcode run with sandbox account and also TestFlight environment as well. The purchase is triggered and the app feature is unlocked after purchase. However, I keep getting app review team feedback with the following problem: Bug description: the purchase button is greyed out after we tapped on it, however, there's no purchase flow popped up I have tried multiple things. Building with xcode cloud, removing the storekit configuration from the build scheme. But none can get the app review team to get through the problem. The IAP is not available in certain region. In that case, the app will show a message. However, the app review attached an screenshot which shows the product view. The view that allow users to purchase if let product = store.products.first(where: { $0.id == "com.xxx.xxxxxxx" }) { // If the product is available, show the ProductView ProductView(id: product.id) .productViewStyle(.compact) } else { // If the product is not available, show a message Text("In-app purchase is not available in your region.") } The store class @Published private(set) var products: [Product] = [] ... init() { //To handle the parental approval flow getUpdateTransaction() } func getUpdateTransaction() { updates = Task { for await update in StoreKit.Transaction.updates { if let transaction = try? update.payloadValue { await fetchActiveTransactions() await transaction.finish() } } } } Does anyone what can go wrong with ProductView? As this is part of the StoreKit API, I don't know what can go wrong. At least the purchase flow should be covered by it. Also, is sandbox and TestFlight a good way to test IAP? Thanks!
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121
Jul ’25
[StoreKit1] IAP Works in TestFlight but Fails During App Review (2.1 Rejection)
Hello Apple Developer Team, We're experiencing consistent IAP approval rejections under Guideline 2.1, despite successful TestFlight verification. Here's our detailed situation: Environment StoreKit 1 implementation Tested on iOS 18.5 or 18.6 devices Sandbox environment works perfectly Verification Steps Taken ✅ Confirmed all Product IDs match App Store Connect exactly ✅ Validated 10+ successful TestFlight transactions (attached screenshot samples) ✅ Verified banking/tax agreements are active Objective-C Code (StoreKit1 Implementation) - (void)buyProductId:(NSString *)pid AndSetGameOrderID:(NSString *)orderID{ if([SKPaymentQueue canMakePayments]){ if (!hasAddObserver) { [[SKPaymentQueue defaultQueue] addTransactionObserver:_neo]; hasAddObserver = YES; } self.neoOrderID = orderID; [[NSUserDefaults standardUserDefaults] setValue:orderID forKey:Pay_OrderId_Key]; self.productID = pid; NSArray * product = [[NSArray alloc]initWithObjects:self.productID, nil]; NSSet * nsset = [NSSet setWithArray:product]; SKProductsRequest * request = [[SKProductsRequest alloc]initWithProductIdentifiers:nsset]; request.delegate = self; [request start]; }else{ NSString * Err = @"Pembelian tidak diizinkan. Silakan aktifkan perizinan di pengaturan"; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } } - (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response { NSArray * product = response.products; if ([product count] == 0) { [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 01, Item tidak ditemukan %@",self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } SKProduct * p = nil; for (SKProduct * pro in product) { if ([pro.productIdentifier isEqualToString:self.productID]){ p = pro; }else{ [request cancel]; [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 02, %@",self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } } SKMutablePayment * mPayment = [SKMutablePayment paymentWithProduct:p]; mPayment.applicationUsername = [NSString stringWithFormat:@"%@",self.neoOrderID]; if(!hasAddObserver){ [[SKPaymentQueue defaultQueue] addTransactionObserver:_neo]; hasAddObserver = YES; } [[SKPaymentQueue defaultQueue] addPayment:mPayment]; } - (void)request:(SKRequest *)request didFailWithError:(NSError *)error{ [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 0%ld %@", (long)error.code, self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); } - (void)requestDidFinish:(SKRequest *)request{ } - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transaction{ for(SKPaymentTransaction *tran in transaction){ if (SKPaymentTransactionStatePurchased == tran.transactionState){ [self completeTransaction:tran]; }else if(SKPaymentTransactionStateFailed == tran.transactionState){ [self failedTransaction:tran]; } } } - (void)failedTransaction: (SKPaymentTransaction *)transaction { NSString * detail = [NSString stringWithFormat:@"%ld",(long)transaction.error.code]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [detail UTF8String]); [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; [[SKPaymentQueue defaultQueue] finishTransaction: transaction]; } - (void)completeTransaction:(SKPaymentTransaction *)transaction{ NSMutableDictionary * mdic = [NSMutableDictionary dictionary]; NSString * productIdentifier = transaction.payment.productIdentifier; NSData * _recep = nil; NSString * _receipt = @""; if (floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_6_1) { _recep = transaction.transactionReceipt; _receipt = [[NSString alloc]initWithData:_recep encoding:NSUTF8StringEncoding]; } else { _recep = [NSData dataWithContentsOfURL:[[NSBundle mainBundle] appStoreReceiptURL]]; _receipt = [_recep base64EncodedStringWithOptions:NSDataBase64EncodingEndLineWithLineFeed]; } NSString * gameOrderid = [transaction payment].applicationUsername; if (gameOrderid == nil) { gameOrderid = [[NSUserDefaults standardUserDefaults] objectForKey:Pay_OrderId_Key]; } if(_receipt != nil && gameOrderid != nil){ mdic[@"orderid"] = gameOrderid; mdic[@"productid"] = productIdentifier; mdic[@"receipt"] = _receipt; }else{ [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; return; } NSData * data = [NSJSONSerialization dataWithJSONObject:mdic options:kNilOptions error:nil]; NSString * jsonString = [[NSString alloc]initWithData:data encoding:NSUTF8StringEncoding]; if (hasAddObserver) { [[SKPaymentQueue defaultQueue] removeTransactionObserver:_neo]; hasAddObserver = NO; } // UnitySendMessage("GameManager", "IAPPurchaseSuecess", [jsonString UTF8String]); [self verifyReceipt:_recep completion:^(BOOL success, NSDictionary *response) { if (success) { NSLog(@"verify success"); // [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; [self verifySuecessDelTransactions]; } }]; } - (void)paymentQueueRestoreCompletedTransactionsFinished:(SKPaymentQueue *)queue { for(SKPaymentTransaction *tran in queue.transactions){ if (SKPaymentTransactionStatePurchased == tran.transactionState){ [self completeTransaction:tran]; } } } - (void)verifySuecessDelTransactions{ SKPaymentQueue *paymentQueue = [SKPaymentQueue defaultQueue]; NSArray<SKPaymentTransaction *> *transactions = paymentQueue.transactions; if (transactions.count == 0) { return; } for (SKPaymentTransaction *transaction in transactions) { if (transaction.transactionState == SKPaymentTransactionStatePurchased || transaction.transactionState == SKPaymentTransactionStateRestored) { [paymentQueue finishTransaction:transaction]; } } }
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141
Aug ’25
IAP receipt validation fails with status code: 21002
I have implemented IAP. The purchases are successful. The refresh receipt is working fine, which then calls the requestDidFinish(_ request: SKRequest) delegate. I'm fetching the receipt url through 'Bundle.main.appStoreReceiptURL'. When I convert the receipt data in base64 string and send it to app store's sandbox api and try to validate the receipt, it fails giving status code : 21002.
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240
Aug ’25
Apple Subscriptions - Coupons/Offer codes
We are trying to develop a coupon/offer code module where our app users can avail a free trail offer for 2 months period after applying the code. We already had a subscription module with monthly & yearly subscriptions with 7 day free trial period. Now, we want to implement a offer/coupon module, where, a user can either select monthly or yearly subscription, and upon entering the offer/coupon code, they will get 2 months free trial (or) a discount on the chosen subscription. (this will overwrite the existing 7 day free trial). We are confused on choosing the type of “offer/coupon” from AppStore connect. In App Store connect, we have introductory offers, promotional offer & Offer codes. Based on our requirements, we have done research and found that we cannot implement the offer code & promotional codes in the develop environment as there is no possibility to test in Sandbox environment. We observed that we need to push the app to App store and upon approval, we need to implement “offer/coupon” module. Can some one please suggest or guide us on choosing the best solution for our requirement? Thanks in advance.
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120
Activity
Jul ’25
App Store Policy Inquiry: Selling Third-Party Digital Goods via Wallet App
Hello, I am seeking clarification regarding App Store policy requirements for In-App Purchases (IAP) in the following scenario: We are developing a wallet-based super app that allows users to access third-party storefronts (mini-apps) from within our app via embedded WebViews or similar in-app experiences. These storefronts are web-based and branded by external merchant partners. In this model: The mini-app storefront is embedded within our wallet app, but technically hosted externally by the merchant. The user browses and selects digital goods (e.g., in-game currency, subscription vouchers, virtual items) from the merchant’s mini-app. When the user proceeds to purchase, the payment is processed using a saved payment method from the wallet app, not through the App Store’s IAP system. The digital goods are for use in a separate third-party app, not within the wallet app itself. The wallet app does not directly fulfill or deliver the purchased digital goods. We would like to confirm whether this flow is subject to IAP policy enforcement, or whether using our own wallet payment method is permitted in this context, given that: The purchase is initiated within our app, The goods are digital but are fulfilled in a third-party service or app, And the wallet provider is not the developer of the destination app. We are happy to provide more details or a flow diagram if needed. Thank you
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186
Activity
Jul ’25
in-app purchases
I implemented consumable in-app purchases in an iPhone app using ProductView(). When I tap the payment button in ProductView(), I am taken to the payment screen and once the payment is completed the next code seems to be executed, so there doesn't seem to be a problem, but if I tap the payment button in ProductView() again, the next code is executed without taking me to the payment screen. This means that a single payment can be made multiple times. Can someone help? ProductView(id: "geminiOneMatch") .productViewStyle(.compact) .padding() .onInAppPurchaseCompletion { product, result in if case .success(.success(_)) = result { // 課金が成功した場合の処理 gemini.addOneMatch(amount: 20) popUpVM.geminiOneMatchPopUp = false dataManageVM.generateRespons(locale: locale) } }
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250
Activity
Jul ’25
integrating In-App Purchases on PWA.
I am trying to launch a PWA as an application on App Store, and got rejected cause of In-App Purchases. Application is about content generation and selling subscriptions for premium content. So thats why needed to implement In-App Purchases. I have created wrapper via PWABuilder. And it is looking great so far, now my question is about How can I implement In-App Purchases in the bundle which is already created. Any suggestions will be appreciated. More clarification:- I have that product running on Web right now, we have integrated Stripe for payment handling for subscriptions. If there is nothing we can do for In-App Purchases then we have to make purchases on website and then user will be able to experience the changes. We tried that, but then we got rejected for showing locked premium content on user's feed. Also can't show any CTA or Subscribe text or button.
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0
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148
Activity
Jul ’25
SKErrorDomain Code 2 Problem
We are facing a serious issues with in app purchases in our app. We offer 3 IAP: auto-renewable subscription 1W, auto-renewable subscription 1Y, non-consumable one-time purchase (LifeTime access) In our case 90-95% of transactions fail and we mostly get SKError code=2 . Sometime purchase fails several times for the same user so it’s very hard to believe that user intentionally cancels transaction for the same product 4 or even 5 times in a row. It happens regardless iOS version, device model, our app version. We've checked multiple threads with the same issue but coudn't find any solution. We do not offer any promotions, product identifiers are valid... Some users are able to make a purchases without any issues.
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1
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254
Activity
Jul ’25
"In-App Purchases are not allowed" Error Persists After All Troubleshooting Steps
Hello, I am consistently receiving the error message "In-app purchases are not allowed on this device" whenever I try to make an in-app purchase on my iOS device. Despite following all the recommended solutions I could find online, the issue remains unresolved. Here is a list of the steps I have already taken: Checked Screen Time Settings: I navigated to Settings > Screen Time > Content & Privacy Restrictions > iTunes & App Store Purchases. I have confirmed that "In-App Purchases" is set to "Allow." I have also tried toggling this setting off and on again. Signed Out & In of Apple ID: I signed out of my Apple ID via Settings > [Your Name] > Media & Purchases, restarted the device, and then signed back in. Restarted the Device: I have force-restarted my device multiple times. Updated iOS: I have ensured my device is running the latest version of iOS (checked via Settings > General > Software Update). Verified Payment Method: I have confirmed that my payment method on file is valid and up-to-date. Created a New Sandbox Account: I also created a new Sandbox Tester account in App Store Connect and tested with it, but the result was the same. Device Information: Device Model: iPhone 15, iPhone 13 iOS Version: iOS 17.5, iOS 18 Even after performing all of these steps, the problem persists. Has anyone else encountered such a stubborn issue, or does anyone have a different solution I could try? Thank you in advance for your help.
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230
Activity
Jul ’25
App Review Rejection for Guidelines 3.1.1
Hi all, Our app has been rejected several times without any clear explanation of what we need to do. The latest rejection reason is as follows: The app accesses digital content purchased outside the app, such as Tracker data plans, but that content isn't available to purchase using in-app purchase. Apps must use in-app purchase to unlock features or functionality within the app. Apps on the United States storefront may include buttons, external links, or other calls to action to direct users to payment mechanisms other than in-app purchase. Next Steps The paid digital content, services, or subscriptions included in or accessed by your app must be available for purchase in the app using only in-app purchase. As noted above, apps on the United States storefront may include buttons, external links, or other calls to action to payment mechanisms other than in-app purchase. To learn more about the recent changes to the App Review Guidelines, see the News post on Apple Developer. We plan to implement payments outside of IAP, and here is the business scenario of our app: Our app is designed to control an external hardware device. However, the device has a built-in SIM card, so to use the device, a data plan must be activated for it to function properly. These data plans are used to pay mobile network operators. Different data plans incur different fees and activate different hardware features of the device. In addition, since the hardware device will only be linked to the app after successful activation, the control buttons in the app for managing the hardware remain disabled until activation is complete. Therefore, we believe using non-IAP payments is justified under Guideline 3.1.4 – Hardware-Specific Content: I have repeatedly explained these points to the App Review team, but they still rejected the submission. I have asked multiple times which specific details are considered violations of 3.1.1, but they have not provided any concrete explanation. They also have not clarified whether 3.1.4 is deemed inapplicable in our case. Therefore, I am reaching out here for help. Thank you very much.
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2
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194
Activity
Jul ’25
react native iap not providing the subscription information
I am handling the buy subscription with this function const handleBuySubscription = async (productId) =&gt; { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, }) does not return anything, and it is stuck at await
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83
Activity
Aug ’25
In-App Purchases vs Subscriptions
The question is related to getting rejected by Apple when the app does only have Subscriptions but no In-App Purchases. My understanding is that an in-app purchase is consumable or non-consumable as that's how the UI on appstoreconnect shows it. My app has 3 tier subscription, paid monthly, and that's it. But "We are unable to complete the review of the app because one or more of the in-app purchase products have not been submitted for review." Which I have none?
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3
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150
Activity
Jul ’25
Urgent - React Native IAP Issue
While using react-native-iap and being successfully connected with initConnection() I'm not receiving information on subscriptions with requestSubscription(). Attaching the code here, if anyone could assist asap please would be really grateful thanks! Been at it all day and just can't figure. const handleBuySubscription = async (productId) =&gt; { try { await requestSubscription({ sku: productId, }); setLoading(false); } catch (error) { setLoading(false); if (error instanceof PurchaseError) { errorLog({ message: [${error.code}]: ${error.message}, error }); } else { errorLog({ message: "handleBuySubscription", error }); } } }; but the requestSubscription({ sku: productId, })
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112
Activity
Aug ’25
Consumable in-app purchases
I implemented consumable in-app purchases in an iPhone app using StoreKit's ProductView(). When I tap the payment button in ProductView(), I am taken to the payment screen and once the payment is completed, the desired code appears to be executed, so there doesn't seem to be a problem, but when I tap the payment button in ProductView() again, the desired code is executed without being taken to the payment screen. So one payment can be used any number of times. I thought I wrote it exactly according to the reference, but will it be okay in a production environment? Is there any code that is necessary?
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238
Activity
Jul ’25
Can't restore purchases on some devices
Hi, we have published a flutter app on the App Store offering additional content via one-time in-app purchases. Everything is working as expected when distributing the app via TestFlight but we're reportedly having issues with users not being able to restore purchases on some devices with the app loaded from the Apple App Store. We noticed the issue when some user were unable to unlock the in-app purchases via promotion codes we supplied for marketing reasons. Most of them were able to unlock the purchases using the promotion codes without a problem. Some had to try several times using a new code each time but for some users (on some of their devices) it's not working at all and we can't seem to find the reason for it. Here is one users case in detail: the user tried to unlock our "complete bundle" using a promo code first code did not seem to work, so I provided a new code it seems that both codes were redeemed correctly because both of the show up in the users purchase history in his App Store profile Now, the user is unable to unlock the content inside our app on his iPhone, he is however able to unlock it on its iPad without a problem. Both devices run the same iOS version, same Apple ID and the exact same app version. Even stranger: when using the TestFlight version of the app, again everything is working correctly even on the users iPhone. I took a look at the device logs and here's what I found: This is a snapshot of the users iPad. As you can see products are found and listed correctly storekitd seems to find and return products in receipt with the correct identifier we get the correct information and are able to restore the correct purchase 14:48:17.032895+0200  Runner  flutter: Found id: de.BUNDLEID.01, title: TITLE 1, price: €29.99 14:48:17.032922+0200  Runner  flutter: Found id: de.BUNDLEID.bundle, title: TITLE Gesamtpaket, price: €59.99 14:48:17.032975+0200  Runner  flutter: Found id: de.BUNDLEID.02, title: TITLE 2, price: €29.99 14:48:17.033001+0200  Runner  flutter: Found id: de.BUNDLEID.extension, title: TITLE Plus, price: €9.99 14:48:20.656702+0200  storekitd  [70D5C079]: Found 2 products in receipt with ID de.BUNDLEID.bundle 14:48:20.667793+0200  Runner  flutter: Called purchaseListener (purchaseDetailsList: 1) 14:48:20.667838+0200  Runner  flutter: Purchase restored 14:48:20.667869+0200  Runner  flutter: Unlock permission TITLE_1 14:48:20.667892+0200  Runner  flutter: Update TITLE_1 with true 14:48:20.672199+0200  Runner  flutter: Unlock permission TITLE_2 14:48:20.672243+0200  Runner  flutter: Update TITLE_2 with true 14:48:20.677849+0200  Runner  flutter: Unlock permission TITLE_3 14:48:20.677897+0200  Runner  flutter: Update TITLE_3 with true 14:48:20.679079+0200  Runner  flutter: Calling completePurchase... Same exact behavior can be observed on the users iPhone when running the TestFlight version of the app. However, running the app from the Apple App Store on the users iPhone (same Apple ID, same OS and app version), the log looks like this: ​14:23:26.150484+0200 Runner flutter: Found id: de.BUNDLEID.bundle, title: TITLE Gesamtpaket, price: €59.99 14:23:26.150513+0200 Runner flutter: Found id: de.BUNDLEID.02, title: TITLE 2, price: €29.99 14:23:26.150619+0200 Runner flutter: Found id: de.BUDNLEID.extension, title: TITLE Plus, price: €9.99 14:23:26.150657+0200 Runner flutter: Found id: de.BUNDLEID.01, title: TITLE 1, price: €29.99 14:23:27.125353+0200 dasd com.apple.icloud.searchpartyd.ProductInfoManager:C25423:[ (name: Thundering Herd Policy, policyWeight: 14:23:27.376336+0200 storekitd [Client] (Runner) Initialized with server Production bundle ID de.ds-infocenter.guk and request bundl 14:23:27.390026+0200 storekitd AMSURRequestEncoder: (7BA6012D] Encoding request for URL: https://mzstorekit.itunes.apple.com/inApps/ 14:23:27.984831+0200 storekitd [7BA6012D]: Found 2 products in receipt with ID de.BUNDLEID.bundle 14:23:27.990235+0200 Runner flutter: Called purchaseListener (purchaseDetailsList: 0) 14:23:27.990271+0200 Runner flutter: Purchase details list is empty! StoreKit seems to return the same exact products but for some reason the purchaseDetails list seems to be empty this time. Here is the code responsible for restoring the purchases. Nothing fancy going on here if you ask me. @override void initState() { super.initState(); db = context.read<Database>(); inAppPurchase = InAppPurchase.instance; inAppPurchase.purchaseStream.listen( purchaseListener, onError: (error) { print('Purchase stream error: $error'); showErrorDialog(); }, cancelOnError: true, ); queryProductInformation().then((value) { if (value == null) { print('value in queryProductInformation is null!'); updateProcessing(false); return; } setState(() { for (var details in value.productDetails) { products[details.id] = details; } }); updateProcessing(false); }); } Future<void> restorePurchases() async { updateProcessing(true); await inAppPurchase.restorePurchases(); } void purchaseListener(List<PurchaseDetails> purchaseDetailsList) async { print( 'Called purchaseListener (purchaseDetailsList: ${purchaseDetailsList.length})'); if (purchaseDetailsList.isEmpty) { print('Purchase details list is empty!'); updateProcessing(false); return; } for (var purchaseDetails in purchaseDetailsList) { switch (purchaseDetails.status) { case PurchaseStatus.purchased: print('Purchase successful: ${purchaseDetails.productID}'); completePurchase(purchaseDetails.productID); break; case PurchaseStatus.canceled: print('Purchase was canceled'); updateProcessing(false); break; case PurchaseStatus.restored: print('Purchase restored'); completePurchase(purchaseDetails.productID); break; case PurchaseStatus.pending: print('Purchase pending'); break; case PurchaseStatus.error: print('Purchase error'); showErrorDialog(); break; } print('Calling completePurchase...'); await inAppPurchase.completePurchase(purchaseDetails); } } Could this be an issue on Apples API or flutters in_app_purchase package?
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216
Activity
Jul ’25
IAP Product Not Getting Approved – Stuck in Review Loop
I’m stuck in a loop where my in-app purchase (IAP) product cannot be reviewed because my app version is in “Rejected” status. In order to submit the IAP for review, I need to submit a new app version and select the IAP product. But since the current version is rejected, I can't select the IAP during submission. As a result, RevenueCat can't fetch the IAP products, and the app appears to not use in-app purchases, which leads to another rejection. I’d like to know the correct steps to break this cycle and properly submit both the app and the IAP for review. Any guidance is appreciated!
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2
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178
Activity
Oct ’25
Debit card "not accepted by app" for recurring payment (in app purchase subscription))
i want to make purchase for app subscription (recurring payment) but it showing debit card "not accepted by app" why is that
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511
Activity
Jul ’25
Sandbox apple in app purchases not working
Received error that does not have a corresponding StoreKit Error: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase More details: Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase} Received error that does not have a corresponding StoreKit Error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}} Purchase did not return a transaction: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=IND, NSUnderlyingError=0x1276116e0 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008110-000A4DC10E51401E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-28 12:34:22 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}}
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231
Activity
Jul ’25
Sandbox apple in app purchases not working - Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase"
&lt;SKPaymentQueue: 0x10629d1b0&gt;: Payment completed with error: Error Domain=ASDErrorDomain Code=500 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=USA, NSUnderlyingError=0x108f15c80 {Error Domain=AMSErrorDomain Code=305 "Purchase Failed Server canceled the purchase" UserInfo={AMSFailureReason=Server canceled the purchase, AMSURL=https://sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy?guid=00008030-001E19361A12202E, AMSDescription=Purchase Failed, AMSStatusCode=200, AMSServerPayload={ "cancel-purchase-batch" = 1; customerMessage = "Unable to process your request."; dialog = { defaultButton = ok; explanation = "Please try again later.\n\n[Environment: Sandbox]"; initialCheckboxValue = 1; isFree = 1; "m-allowed" = 0; message = "Unable to process your request."; okButtonString = OK; }; failureType = ""; "m-allowed" = 0; metrics = { actionUrl = "sandbox.itunes.apple.com/WebObjects/MZBuy.woa/wa/inAppBuy"; asnState = 0; dialogId = "MZCommerce.SystemError"; eventType = dialog; message = "Unable to process your re"; mtEventTime = "2025-07-30 07:08:24 Etc/GMT"; mtTopic = "xp_its_main"; options = ( OK ); }; pings = ( ); }, NSDebugDescription=Purchase Failed Server canceled the purchase}}}
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250
Activity
Jul ’25
Problem Generating Signature for Subscription Offers – Error Code 18
I'm successfully using Apple subscriptions in my app, but I'm encountering SKErrorCodeDomain error 18 when trying to apply a subscription offer. I want apply offer code first time only for subscription. Below are details of what i set in appstore and what i have tested. Subscription Offer Details Offer Type: For the first month Customer Eligibility: New, Existing, and Expired Subscribers Code Status: Active Offer Code Creation Steps: App Store Connect → App → Subscription → Select Subscription Product → Offer Codes → Add → Add Custom Codes Signature Generation for Promotional Offers I'm following Apple's documentation to generate a signature: https://developer.apple.com/documentation/storekit/generating-a-signature-for-promotional-offers I’ve constructed the payload as instructed: appBundleId + '\u2063' + keyIdentifier + '\u2063' + productIdentifier + '\u2063' + offerIdentifier + '\u2063' + appAccountToken + '\u2063' + nonce + '\u2063' + timestamp Keys and Identifiers keyIdentifier, issuerId, and .p8 file are obtained from: App Store Connect → Users and Access → Integrations → In-App Purchase Test user created under: App Store Connect → Users and Access → Sandbox → Test Accounts Logged in with this account on the iPhone What I’ve Tried Verified all values used in the payload are correct Tried both seconds and milliseconds for the timestamp (as per documentation, it should be in milliseconds) Tried setting appAccountToken to: a valid UUID an empty string not setting it at all Used Apple’s sample code to generate a signature: https://developer.apple.com/documentation/storekit/generating-a-promotional-offer-signature-on-the-server Verified the generated signature locally, and it validated successfully: https://developer.apple.com/documentation/storekit/generating-a-signature-for-promotional-offers#Validate-locally-and-encode-the-signature Apple’s sample code to generate a signature Downloaded from const express = require('express'); const router = express.Router(); const crypto = require('crypto'); const ECKey = require('ec-key'); const secp256k1 = require('secp256k1'); const uuidv4 = require('uuid/v4'); const KeyEncoder = require('key-encoder'); const keyEncoder = new KeyEncoder('secp256k1'); const fs = require('fs'); function getKeyID() { return "KEYIDXXXXX"; } router.post('/offer', function(req, res) { const appBundleID = req.body.appBundleID; const productIdentifier = req.body.productIdentifier; const subscriptionOfferID = req.body.offerID; const applicationUsername = req.body.applicationUsername; const nonce = uuidv4(); const currentDate = new Date(); const timestamp = currentDate.getTime(); const keyID = getKeyID(); const payload = appBundleID + '\u2063' + keyID + '\u2063' + productIdentifier + '\u2063' + subscriptionOfferID + '\u2063' + applicationUsername + '\u2063'+ nonce + '\u2063' + timestamp; // Get the PEM-formatted private key string associated with the Key ID. // const keyString = getKeyStringForID(keyID); // Read the .p8 file const keyString = fs.readFileSync('./SubscriptionKey_47J5826J8W.p8', 'utf8'); // Create an Elliptic Curve Digital Signature Algorithm (ECDSA) object using the private key. const key = new ECKey(keyString, 'pem'); // Set up the cryptographic format used to sign the key with the SHA-256 hashing algorithm. const cryptoSign = key.createSign('SHA256'); // Add the payload string to sign. cryptoSign.update(payload); /* The Node.js crypto library creates a DER-formatted binary value signature, and then base-64 encodes it to create the string that you will use in StoreKit. */ const signature = cryptoSign.sign('base64'); /* Check that the signature passes verification by using the ec-key library. The verification process is similar to creating the signature, except it uses 'createVerify' instead of 'createSign', and after updating it with the payload, it uses `verify` to pass in the signature and encoding, instead of `sign` to get the signature. This step is not required, but it's useful to check when implementing your signature code. This helps debug issues with signing before sending transactions to Apple. If verification succeeds, the next recommended testing step is attempting a purchase in the Sandbox environment. */ const verificationResult = key.createVerify('SHA256').update(payload).verify(signature, 'base64'); console.log("Verification result: " + verificationResult) // Send the response. res.setHeader('Content-Type', 'application/json'); res.json({ 'keyID': keyID, 'nonce': nonce, 'timestamp': timestamp, 'signature': signature }); }); module.exports = router; Postman request and response Request URL: http://192.168.1.141:3004/offer Request JSON: { "appBundleID":"com.app.bundleid", "productIdentifier":"subscription.product.id", "offerID":"OFFERCODE1", "applicationUsername":"01234b43791ea309a1c3003412bcdaaa09d39a615c379cc246f5f479760629a1" } Response JSON: { "keyID": "KEYIDXXXXX", "nonce": "f98f2cda-c7a6-492f-9f92-e24a6122c0c9", "timestamp": 1753510571664, "signature": "MEYCIQCnA8UGWhTiCF+F6S55Zl6hpjnm7SC3aAgvmTBmQDnsAgIhAP6xIeRuREyxxx69Ve/qjnONq7pF1cK8TDn82fyePcqz" } Xcode Code func buy(_ product: SKProduct) { let discountOffer = SKPaymentDiscount( identifier: "OFFERCODE1", keyIdentifier: "KEYIDXXXXX", nonce: UUID(uuidString: "f98f2cda-c7a6-492f-9f92-e24a6122c0c9")!, signature: "MEYCIQCnA8UGWhTiCF+F6S55Zl6hpjnm7SC3aAgvmTBmQDnsAgIhAP6xIeRuREyxxx69Ve/qjnONq7pF1cK8TDn82fyePcqz", timestamp: 1753510571664) let payment = SKMutablePayment(product: product) payment.applicationUsername = "01234b43791ea309a1c3003412bcdaaa09d39a615c379cc246f5f479760629a1" payment.paymentDiscount = discountOffer SKPaymentQueue.default().add(payment) } Issue Even following instructions to the documentation and attempting various combinations, the offer keeps failing with SKErrorCodeDomain error 18. Has anyone else experienced this? Any suggestions as to what may be amiss or how it can be corrected?
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133
Activity
Jul ’25
ProductView failed to trigger purcahse flow.
Hi, My app has an IAP and the view that let user to purchase is simply a ProductView. The purchase flow should be handled by the ProductView itself. I have tested the app with xcode storekit configuration, xcode run with sandbox account and also TestFlight environment as well. The purchase is triggered and the app feature is unlocked after purchase. However, I keep getting app review team feedback with the following problem: Bug description: the purchase button is greyed out after we tapped on it, however, there's no purchase flow popped up I have tried multiple things. Building with xcode cloud, removing the storekit configuration from the build scheme. But none can get the app review team to get through the problem. The IAP is not available in certain region. In that case, the app will show a message. However, the app review attached an screenshot which shows the product view. The view that allow users to purchase if let product = store.products.first(where: { $0.id == "com.xxx.xxxxxxx" }) { // If the product is available, show the ProductView ProductView(id: product.id) .productViewStyle(.compact) } else { // If the product is not available, show a message Text("In-app purchase is not available in your region.") } The store class @Published private(set) var products: [Product] = [] ... init() { //To handle the parental approval flow getUpdateTransaction() } func getUpdateTransaction() { updates = Task { for await update in StoreKit.Transaction.updates { if let transaction = try? update.payloadValue { await fetchActiveTransactions() await transaction.finish() } } } } Does anyone what can go wrong with ProductView? As this is part of the StoreKit API, I don't know what can go wrong. At least the purchase flow should be covered by it. Also, is sandbox and TestFlight a good way to test IAP? Thanks!
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121
Activity
Jul ’25
[StoreKit1] IAP Works in TestFlight but Fails During App Review (2.1 Rejection)
Hello Apple Developer Team, We're experiencing consistent IAP approval rejections under Guideline 2.1, despite successful TestFlight verification. Here's our detailed situation: Environment StoreKit 1 implementation Tested on iOS 18.5 or 18.6 devices Sandbox environment works perfectly Verification Steps Taken ✅ Confirmed all Product IDs match App Store Connect exactly ✅ Validated 10+ successful TestFlight transactions (attached screenshot samples) ✅ Verified banking/tax agreements are active Objective-C Code (StoreKit1 Implementation) - (void)buyProductId:(NSString *)pid AndSetGameOrderID:(NSString *)orderID{ if([SKPaymentQueue canMakePayments]){ if (!hasAddObserver) { [[SKPaymentQueue defaultQueue] addTransactionObserver:_neo]; hasAddObserver = YES; } self.neoOrderID = orderID; [[NSUserDefaults standardUserDefaults] setValue:orderID forKey:Pay_OrderId_Key]; self.productID = pid; NSArray * product = [[NSArray alloc]initWithObjects:self.productID, nil]; NSSet * nsset = [NSSet setWithArray:product]; SKProductsRequest * request = [[SKProductsRequest alloc]initWithProductIdentifiers:nsset]; request.delegate = self; [request start]; }else{ NSString * Err = @"Pembelian tidak diizinkan. Silakan aktifkan perizinan di pengaturan"; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } } - (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response { NSArray * product = response.products; if ([product count] == 0) { [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 01, Item tidak ditemukan %@",self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } SKProduct * p = nil; for (SKProduct * pro in product) { if ([pro.productIdentifier isEqualToString:self.productID]){ p = pro; }else{ [request cancel]; [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 02, %@",self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); return; } } SKMutablePayment * mPayment = [SKMutablePayment paymentWithProduct:p]; mPayment.applicationUsername = [NSString stringWithFormat:@"%@",self.neoOrderID]; if(!hasAddObserver){ [[SKPaymentQueue defaultQueue] addTransactionObserver:_neo]; hasAddObserver = YES; } [[SKPaymentQueue defaultQueue] addPayment:mPayment]; } - (void)request:(SKRequest *)request didFailWithError:(NSError *)error{ [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; NSString * Err = [NSString stringWithFormat:@"Err = 0%ld %@", (long)error.code, self.productID]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [Err UTF8String]); } - (void)requestDidFinish:(SKRequest *)request{ } - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transaction{ for(SKPaymentTransaction *tran in transaction){ if (SKPaymentTransactionStatePurchased == tran.transactionState){ [self completeTransaction:tran]; }else if(SKPaymentTransactionStateFailed == tran.transactionState){ [self failedTransaction:tran]; } } } - (void)failedTransaction: (SKPaymentTransaction *)transaction { NSString * detail = [NSString stringWithFormat:@"%ld",(long)transaction.error.code]; // UnitySendMessage("GameManager", "IAPPurchaseFailed", [detail UTF8String]); [[SKPaymentQueue defaultQueue]removeTransactionObserver:_neo]; hasAddObserver = NO; [[SKPaymentQueue defaultQueue] finishTransaction: transaction]; } - (void)completeTransaction:(SKPaymentTransaction *)transaction{ NSMutableDictionary * mdic = [NSMutableDictionary dictionary]; NSString * productIdentifier = transaction.payment.productIdentifier; NSData * _recep = nil; NSString * _receipt = @""; if (floor(NSFoundationVersionNumber) <= NSFoundationVersionNumber_iOS_6_1) { _recep = transaction.transactionReceipt; _receipt = [[NSString alloc]initWithData:_recep encoding:NSUTF8StringEncoding]; } else { _recep = [NSData dataWithContentsOfURL:[[NSBundle mainBundle] appStoreReceiptURL]]; _receipt = [_recep base64EncodedStringWithOptions:NSDataBase64EncodingEndLineWithLineFeed]; } NSString * gameOrderid = [transaction payment].applicationUsername; if (gameOrderid == nil) { gameOrderid = [[NSUserDefaults standardUserDefaults] objectForKey:Pay_OrderId_Key]; } if(_receipt != nil && gameOrderid != nil){ mdic[@"orderid"] = gameOrderid; mdic[@"productid"] = productIdentifier; mdic[@"receipt"] = _receipt; }else{ [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; return; } NSData * data = [NSJSONSerialization dataWithJSONObject:mdic options:kNilOptions error:nil]; NSString * jsonString = [[NSString alloc]initWithData:data encoding:NSUTF8StringEncoding]; if (hasAddObserver) { [[SKPaymentQueue defaultQueue] removeTransactionObserver:_neo]; hasAddObserver = NO; } // UnitySendMessage("GameManager", "IAPPurchaseSuecess", [jsonString UTF8String]); [self verifyReceipt:_recep completion:^(BOOL success, NSDictionary *response) { if (success) { NSLog(@"verify success"); // [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; [self verifySuecessDelTransactions]; } }]; } - (void)paymentQueueRestoreCompletedTransactionsFinished:(SKPaymentQueue *)queue { for(SKPaymentTransaction *tran in queue.transactions){ if (SKPaymentTransactionStatePurchased == tran.transactionState){ [self completeTransaction:tran]; } } } - (void)verifySuecessDelTransactions{ SKPaymentQueue *paymentQueue = [SKPaymentQueue defaultQueue]; NSArray<SKPaymentTransaction *> *transactions = paymentQueue.transactions; if (transactions.count == 0) { return; } for (SKPaymentTransaction *transaction in transactions) { if (transaction.transactionState == SKPaymentTransactionStatePurchased || transaction.transactionState == SKPaymentTransactionStateRestored) { [paymentQueue finishTransaction:transaction]; } } }
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141
Activity
Aug ’25
IAP receipt validation fails with status code: 21002
I have implemented IAP. The purchases are successful. The refresh receipt is working fine, which then calls the requestDidFinish(_ request: SKRequest) delegate. I'm fetching the receipt url through 'Bundle.main.appStoreReceiptURL'. When I convert the receipt data in base64 string and send it to app store's sandbox api and try to validate the receipt, it fails giving status code : 21002.
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240
Activity
Aug ’25