Appium can't see any locators of 'Sandbox' view in case of purchase page automation try. iOS 18.x. On version 17.x the elements could be found
StoreKit
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We have some users who have upgraded to iOS 26 beta3. Currently, we observe that when these users make in-app purchases, our code calls [[SKPaymentQueue defaultQueue] finishTransaction:transaction]; method, and we clearly receive the successful removal callback in the delegate method - (void)paymentQueue:(SKPaymentQueue *)queue removedTransactions:(NSArray<SKPaymentTransaction *> *)transactions. However, when users click on products with the same productId again, the method - (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions still returns information about previously removed transactions, preventing users from making further in-app purchases.
On iOS 26 beta 3, after a user purchases an item, initiating a second order for the same product fails to process payment. The system returns the same transaction ID and displays an interface message stating: "You've already purchased this In-App Purchase. It will be restored for free."
I’ve tested this – not only did the legacy StoreKit finishTransaction method fail to work, but StoreKit2 finish method also malfunctioned.
When will Apple fix this issue? If unresolved, it will prevent a large number of users from making purchases normally, leading to disastrous consequences.
Hello everyone,
For example, our app currently has one subscription group in App Store Connect with 5 plans (2 annual, 2 monthly, and 1 quarterly). By default, users can go into Apple Subscriptions in Settings and freely switch between all of these plans.
However, our business requirement is to only allow users to stay on one annual plan and one quarterly plan. We don’t want them to switch to the other plans.
My questions are:
Is there any best practice or recommended approach to restrict subscription switching within the same group?
Would removing the unwanted products from sale be the correct approach, or are there any risks/downsides with this method?
Has anyone faced a similar situation and found a practical solution?
Any guidance or shared experience would be greatly appreciated.
Thanks!
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
App Store Connect
In-App Purchase
is there any error in sandbox auto renewal when Im test a app subscription automatically cancelled
Topic:
App & System Services
SubTopic:
StoreKit
Hi everyone,
I am working on a Unity iOS app. I am adding in-app purchasing in my app. I have added Unity IAP to the Unity project, as well as the code for initialising and purchasing a subscription with the product ID. I have also added my certificates and provisioning profile in Xcode with in-app purchasing capabilities. Also, I have set up an App Store Connect page with a non-renewing subscription with a unique product ID and all required information. The subscription status is ready to submit. I have added a sandbox tester account in it. In unity editor, it is working fine with fake purchase receipt.
While testing in an iOS device, apple ID is logged out. But there is an error occurs everytime : IAP not initialized.
Also I have uploaded a newer version of app on app store connect, it is in waiting for review status.
Is there any step or something I am missing that it is not working in iOS device?
Please help
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
App Store Connect
In-App Purchase
Apple Unity Plug-Ins
Hi,
I'm using the AppTransaction.shared API to retrieve the originalAppVersion, but I'm encountering issues for users who originally installed the app in 2017. Specifically, the property doesn't seem to return the expected value (or returns nil) for these older accounts.
I have verified this issue using a real App Store purchase from 2017.
Steps to Reproduce:
Use a test account that originally downloaded the app in 2017.
Call:
let shared = try await AppTransaction.shared
print(shared.originalAppVersion)
Observe that originalAppVersion is missing or not returned correctly.
Any insights on whether this is expected behavior for very old App Store purchases, or if there is a workaround to reliably detect the original app version?
Thanks in advance!
It seems that beta 3 broke StoreKit Testing when running against an iOS 26 simulator device. Specifically, when validating product IDs, the debug console displays messages like the following:
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
[492a4cfa_SK1] Could not parse product: missingValue(for: [StoreKit.ProductResponse.Key.price], expected: StoreKit.BackingValue)
In addition, the SKProductsResponse (I am using the original StoreKit API), lists all requested product IDs in invalidProductIdentifiers. The products array is empty.
StoreKit Testing behaves as expected when Xcode 26 beta 3 is run against an iOS 18.4 simulator device.
After game restart first purchase is contained in receipt but the next ones is the same as first one so new purchases is not added. I afraid players can be charged for purchase but on my server I will not receive new purchases instead receipt with old one so they can do not receive in game currency. Will in production I receive a receipts with new consumable every time player purchase it? I use Unity3d In-app purchasing 5.0.1.
Topic:
App & System Services
SubTopic:
StoreKit
The sample code provided in https://developer.apple.com/wwdc21/10114 doesn't appear to call finish() on unverified transactions, and I haven't been able to find any documentation regarding what to do with unfinished transactions. However, Apple has always emphasized the importance of finishing transactions, and since a transaction object is provided even with the unverified state, I'd love some guidance!
Hello,
Our server isn't receiving Apple App Store Server Notification for in-app purchases.
It works for Sandbox Server, even I sent a test notification which I received on the Production Server URL, but the real in-app payment notification isn't coming to the server.
I checked this already: https://developer.apple.com/documentation/appstoreservernotifications/enabling-app-store-server-notifications and everything here has been reviewed.
Transport Layer Security (TLS) version and others things mentioned have been checked, test notification was received. But the main in-app purchase notification for live transaction isn't coming. What's the issue precisely?
Topic:
App & System Services
SubTopic:
StoreKit
After the release of StoreKit 2.0, the in-app purchase failure rate increased by 63.19%, with the majority of errors being StoreKitError.unknown. When encountering this error, many users repeatedly attempt to make a purchase, but the outcome remains unchanged, resulting in the same unknown error.
In some cases, users who wait approximately 2 minutes before retrying the purchase may either succeed or encounter the following error:
“StoreKit.StoreKitError.systemError(Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.storekitd”)”.
This issue has directly impacted our app's purchasing flow.
Because our app only displays the promotional purchase offer once, these issues have significantly reduced the number of users successfully completing the offer. As a result, the conversion rate for this promotion has dropped well below expectations, negatively impacting our business metrics.
I'm trying to implement my first in-app purchase, and I've created the IAP in App Store Connect, and created a sandbox account.
When I open Settings > Developer in the iPhone Simulator, there is a "Sandbox Apple Account" option at the bottom.
If I click the blue "Sign In" link I'm asked for the email and password, so I enter the correct credentials for the sandbox account. The "Sign In" text goes grey for a few seconds, then it goes blue again. It never changes to show that I'm signed in. Should it? (I think so.)
Do I need to sign into the Simulator's Apple Account, too? (I don't think so.)
Anyway, aside from that, in my app the IAP is listed and I have a button to purchase it. When I click it I'm asked for the email and password to sign into the Apple Account. I enter the correct sandbox email and password (they are definitely correct) and I see this in the Xcode console:
Purchase did not return a transaction: Error Domain=ASDErrorDomain Code=530 "(null)" UserInfo={client-environment-type=Sandbox, NSUnderlyingError=0x600000d0c7b0 {Error Domain=AMSErrorDomain Code=100 "Authentication Failed The authentication failed." UserInfo={NSMultipleUnderlyingErrorsKey=(
"Error Domain=AMSErrorDomain Code=2 \"Password reuse not available for account The account state does not support password reuse.\" UserInfo={NSDebugDescription=Password reuse not available for account The account state does not support password reuse., AMSDescription=Password reuse not available for account, AMSFailureReason=The account state does not support password reuse.}",
"Error Domain=AMSErrorDomain Code=0 \"Authentication Failed Encountered an unrecognized authentication failure.\" UserInfo={NSDebugDescription=Authentication Failed Encountered an unrecognized authentication failure., AMSDescription=Authentication Failed, AMSFailureReason=Encountered an unrecognized authentication failure.}"
), AMSDescription=Authentication Failed, NSDebugDescription=Authentication Failed The authentication failed., AMSFailureReason=The authentication failed.}}}
Why is it talking about password reuse? AFAIK, I have only one sandbox account for this app (and none for any of my other apps), and this is the only one of my apps that has an IAP.
Any ideas on how to get an IAP working? Thanks!
Hello, I have 2 subscription group. Each group have different plans and promotional offer. I was set 1 month free promotional offer in all plans. While I subscribe any plan IAP sheet is not showing 1 month free promotional offer. I already used with new sandbox account. How can I get promotional offer in IAP sheet?
Hi 👋! I want to switch the business model in my app from premium to freemium and do it gracefully for existing users. Essentially, I wish to provide newly-paywalled content for free to existing paid users (people who bought the original app).
It seems clear that I should be using appTransaction's originalAppVersion property to check against purchases made in a previous version of the app, per the documentation. However, there seems to be broad confusion over whether originalAppVersion returns the version number or the build number and how to test for it. Examples of confusion can be found here, here and here.
This lack of clarity seems especially dangerous due to the difficulty in testing these values. In the sandbox originalAppVersion returns 1.0 by default, so whether you design for version number or build number, you'll always return a positive as long as your value is more than 1. There is a real risk to unknowingly either never identify previous premium users or accidentally identify everyone as premium (essentially giving away your app for free).
For example, my app's current version number is 1.4.0 and build number is 18, so 1.4.0 (18). As this is a major change, for this new update I might as well go for version number 2.0.0, and let's say I release the app with build number 5, so 2.0.0 (5). If I expect originalAppVersion to return the version number, I would match it against 2, because anything before 2.0.0 needs to be marked as premium. However, if I expect the build number, I should check against 19 and respectively bump up my build number: 5 -> 19.
In the standard version/build "v.v.v (b)" format, does originalAppVersion return app version or app build?
If it indeed does return build, and not version, I guess I'll start all of my future build numbers from 100 just in case: 2.0.0 (100). The only way I imagine I can test this is to print the value on the visual interface in a live version of the app, and ask a random user 🤷♂️.
Topic:
App & System Services
SubTopic:
StoreKit
Hello,
For In App Purchases with a renewable subscription, does the originalTransactionId change in the following scenarios?
Case 1:
A user subscribes to a subscription A within a Subscription Group SG1.
The user then cancels it at the end of the month.
Comes back later to subscribe to the same subscription A within the same Subscription Group SG1.
Case 2:
A user subscribes to a subscription A within a Subscription Group SG1.
The user then cancels it at the end of the month.
Comes back later to subscribe to subscription B within the same Subscription Group SG1.
works perfectly on android but doesn't work at all on IOS and i have used the same bundle id and product ids on both stores.
The error that i get on IOS is : "IAP initialization failed: NoProductsAvailable - No Product returned from store"
Here are the things that i've done:
Created an App ID on the apple developer portal with the correct capabilities
I have enabled the correct capabilities on the xcode project Unity Framework is embed and signed, Storekit (do not embed)
In singin and capabilities in-app purchases is there
I am using testflight to submit the app with a distribution certificate that appears to be valid
I've checked the the bundle identifier and it's the same everywhere (unity project, xcode project, App ID)
All of the products are cleared for sale and are in the status "ready to submit"
I always uninstall the old app version before testing the new one
My banking updates are still processing does this effect TestFlight IAP
Paid Apps Agreement is in Pending User Info state does this effect also
I still haven't filled out the tax forms, so I'm wondering if I need to complete them before my app's in-app purchases (IAPs) work in TestFlight.
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
In-App Purchase
Apple Unity Plug-Ins
Hello all,
I am new to implementing payments in an app, and thus completely at sea here.
I have created a small app that I have set a one-time (non-consumable) payment for a premium version.
In the Xcode simulator (on all platforms) and on any physical test devices I have tried, the payment works as expected. I have a sandbox account and various test accounts, both dummy and actual real accounts (friends and family). Everywhere everything works perfectly fine.
Yet, when I submit for review I get a rejection with this contents:
We found that your in-app purchase products exhibited one or more bugs which create a poor user experience. Specifically, the app still failed to load the in-app purchase. Please review the details and resources below and complete the next steps.
Review device details:
Device type: iPad Air (5th generation)
OS version: iPadOS 18.6
Next Steps
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.
Additionally, note that the Account Holder must accept the Paid Apps Agreement in the Business section of App Store Connect before paid in-app purchases will function.
Resources
Learn how to set up and test in-app purchase products in >the sandbox environment.
Learn more about validating receipts with the App Store.
Steps I have done:
I have signed all agreements and all bank account details are in order. Everything in the In-app-purchases section of the AppStoreConnect in an Active state.
I have triple checked that the configuration of the in-app purchases is correct (product IDs, amounts, etc.)
I have created test accounts and tested in sandbox
What I don't understand from the reviewer's response is what receipts validation are they talking about? I have no payment servers (the whole concept of using Apple's in-app-purchases service is to not have to deal with my own payment implementation). The StoreKit documentation specifically reads:
For each transaction that represents a current purchase, your app delivers the purchased products. To validate purchases, you can verify transactions on your server, or rely on StoreKit’s verification.
So now I am confused. The reviewer's response is so vague, and so completely deprived of details that I have no idea what to do...
Does the problem concern the product purchase trigger and the that in production environment it does not trigger?
Is it that I haven't implemented a receipt validation? Do I need to? Although the documentation mentions that it can be done by StoreKit, I couldn't find anything concerning how to do it :(
Can someone give me a hand please?
Cheers,
Alex
Dear Apple Support Team,
Hello!
I am currently developing the in-app subscription functionality using Apple IAP API and have encountered a serious technical issue while processing subscription data. I would like to report this issue to you.
Issue Description:
When calling the subscription API endpoint, the same OriginalTransactionId returns inconsistent results. Specifically, a particular transaction ID (let's call it TransactionId_A) should belong to the subscription order with OriginalTransactionId_A, but it is currently incorrectly associated with OriginalTransactionId_B. This issue severely affects our ability to accurately manage and process subscription data.
Here are the relevant log details for your reference:
API Endpoint Requested:
https://api.storekit.itunes.apple.com/inApps/v1/subscriptions/{TransactionId_A}
(Note: The link is a placeholder for the actual API endpoint.)
Log Information on February 21, 2025, at 09:40:09:
{
"AppAccountToken": "{AppAccountToken}",
"BundleId": "{BundleId}",
"Currency": "CNY",
"Environment": "Production",
"ExpiresDate": {ExpiresDate},
"InAppOwnershipType": "PURCHASED",
"IsUpgraded": false,
"OfferDiscountType": "",
"OfferIdentifier": "",
"OfferType": 0,
"OriginalPurchaseDate": {OriginalPurchaseDate},
"OriginalTransactionId": "{OriginalTransactionId_A}",
"Price": {Price},
"ProductId": "{ProductId}",
"PurchaseDate": {PurchaseDate},
"Quantity": 1,
"RevocationDate": 0,
"RevocationReason": 0,
"SignedDate": {SignedDate},
"Storefront": "CHN",
"StorefrontId": {StorefrontId},
"SubscriptionGroupIdentifier": "{SubscriptionGroupIdentifier}",
"TransactionId": "{TransactionId_A}",
"TransactionReason": "PURCHASE",
"Type": "Auto-Renewable Subscription",
"WebOrderLineItemId": "{WebOrderLineItemId}"
}
Log Information on March 21, 2025, at 09:38:49:
{
"AppAccountToken": "{AppAccountToken}",
"BundleId": "{BundleId}",
"Currency": "CNY",
"Environment": "Production",
"ExpiresDate": {ExpiresDate},
"InAppOwnershipType": "PURCHASED",
"IsUpgraded": false,
"OfferDiscountType": "",
"OfferIdentifier": "",
"OfferType": 0,
"OriginalPurchaseDate": {OriginalPurchaseDate},
"OriginalTransactionId": "{OriginalTransactionId_B}",
"Price": {Price},
"ProductId": "{ProductId}",
"PurchaseDate": {PurchaseDate},
"Quantity": 1,
"RevocationDate": 0,
"RevocationReason": 0,
"SignedDate": {SignedDate},
"Storefront": "CHN",
"StorefrontId": {StorefrontId},
"SubscriptionGroupIdentifier": "{SubscriptionGroupIdentifier}",
"TransactionId": "{TransactionId_A}",
"TransactionReason": "PURCHASE",
"Type": "Auto-Renewable Subscription",
"WebOrderLineItemId": "{WebOrderLineItemId}"
}
From the above logs, it is evident that the same transaction (TransactionId_A) returns different OriginalTransactionId values at different times, which is clearly not expected and severely impacts our ability to correctly process and manage subscription data.
I hope you can address and investigate this issue as soon as possible. If you need any further information or assistance, please feel free to contact me. Thank you for your support!
Best regards!
Topic:
App & System Services
SubTopic:
StoreKit
Tags:
Subscriptions
In-App Purchase
App Store Server Notifications
App Store Server API
Hi. If the app is in landscape only and when the SKStoreProductViewController is presented, the safeArea changes to what looks like a portrait mode safe area. When the SKStoreProductViewController is dismissed, the safeArea does NOT revert back to the original values.
Is there a way to force the safeArea to "reset"? I've submitted some bug tickets through Apple Feedback but I haven't received any response about it.
The below code will pop up the SKStoreProductViewController and if you have a UIView that is constrained to the safe area, then you can visibly notice that the safe area is changed and doesn't go back.
I have tested this on iPhone 14 Pro, iPhone 15, and iPhone 16 Pro and in the Simulators. The incorrect behavior happens on those and probably more.
Thanks.
#import "ViewController.h"
#import &lt;StoreKit/StoreKit.h&gt;
@interface ViewController ()
@property (nonatomic, strong) SKStoreProductViewController *productViewController;
@end
@implementation ViewController
- (IBAction)buttonTapped:(id)sender {
self.productViewController = [[SKStoreProductViewController alloc] init];
NSDictionary *parameters = @{
@"id" : @"6443575749"
};
[self.productViewController loadProductWithParameters:parameters completionBlock:^(BOOL result, NSError * _Nullable error) {
[self presentViewController:self.productViewController animated:YES completion:^{
// presented
// The panel that is constraint to the safe area visibly shows that the safe area is no longer correct.
}];
}];
}
@end