How to refund in app purchase payed with test card?
I use "consume"-button in my debug version, but I wouldn't use it in release version (I don't want to show this button to end-users).
I see charded Test order in Google Play Console > Order management, but Button "Refund" is disabled: "The selected orders can’t be refunded either due to their age, status or your lack of requisite permissions".
Is there non-programming solutions?
EDIT: my refund button is no longer greyed out. Give it a try!
There is no way to do this without extra work. Came across this reddit post - it looks like it used to be possible a couple of months ago.
Here's Google's quote from the link:
Thanks for contacting Google Play Developer Support!
Unfortunately we don't currently support a way to cancel/consume test purchases through the console, you can only do so programatically.
Related
In order to enable In app purchase in my previously published app by uploading new apk, I'm trying to enable to merchant account for my developer account as informed by Google documentation on the same.
When 'Set up a merchant account' is clicked, the android-walk loading comes up for few seconds, followed by spinning ball & then the error.
Screen grabs :
Step : 1
Step : 2
P.S I strongly believe this is a right place to post this question. As there's tons of Google Play related questions here & there is no separate channel to ask developer console related questions in StackExchange. So if you can't answer this, please don't discourage others from doing so as this would be beneficial to many. Thank you.
Make sure the account you are trying to signup has been enabled for 'Google Payments' in case of Google apps account.
It is available at , Apps > additional google services.
I recently received the following alert for my game in the Google Play Developer Console:
Detected incorrect implementation
Your game has incorrectly implemented the following Play Games services: Achievements.
It provides a link to a help page but the page only provides the following information:
Detected incorrect implementation
This game has implemented invitations but doesn't allow users to join a match from an invitation. This approach is discouraged because it could result in a poor user experience.
This does not help me because it mentions invitations (which my app does not use) instead of achievements.
I find it strange that I am getting the error now as I published the last update in May. I am also able to earn achievements when using the app myself, so the fact that I get this message bugs me.
Can you answer these questions:
Are these alerts ever erroneous? Is it possible my app is fine after all, or is there definitely something I did wrong?
If there is something wrong with my app, how do I go about fixing this? What are common sources of error that cause this message?
Is this message supposed to be a friendly reminder that I am doing something wrong or is it a warning that they will remove my app/terminate my account if I don't do something about it?
Thanks for the help.
The most common cause of this alert is when you call unlock or increment and pass an invalid id as per the games alert descriptions. Double check that the ids listed in the developer console match the ids listed in your game - preferably, use the 'Get resources' option in the Developer Console to get an XML file that you can be sure matches Google Play Games exactly.
Google had updated the information about the "Detected incorrect implementation".Please check the your "a help page".
Achievements: This game has created achievements in the Developer Console, but never calls the SDK's unlock methods. This approach is discouraged because it could result in a poor user experience.
I also encountered this warning and check the app really do not follow the checklist of google play services about achievements.Please re-check your app whether it follows the Required rows in the checklist.
I have already uploaded my modified app to google play.When the warning disappears, I will share the information with you.
I am also getting these messages, even for apps that dont have any integration with GPGS at all (No leaderboards, achievements ... they dont even include the api). Perhaps it's an issue with some kind of automated checking rollout.
In the Android > Sample app > Trivial Drive when running the app I get the following when doing an IAP:
Error - Authentication is required. You need to sign into your Google Account
I've switched to a separate account on my phone with the testing account (i.e. the testing email address I've specified in the Developer Console) and followed all the steps here:
https://android.stackexchange.com/questions/20369/getting-authentication-is-required-when-trying-to-access-the-play-store
but no joy.
Any further suggestions?
==== UPDATE
I've since blasted away all Google Accounts on my phone and now have just 1 account - i.e. the Testing account.
And I've tried everything here: https://android.stackexchange.com/questions/20369/getting-authentication-is-required-when-trying-to-access-the-play-store
I believe that Google now requires that the app is published as alpha version and a Google group specifically for testing is set up. I wasn't able to find this information in the official documentation (which means that Google probably didn't update it in quite some time), but here: https://help.gamesalad.com/hc/en-us/articles/203536123-7-6-In-App-Purchases-IAP-for-Google-Play
After going through all of the answers up here - make sure you activate the products. I facepalmed soo hard when I saw I hadn't activated mine.
I was having this issue and found a seperate solution to this problem.
In app purchases in Google Play have unique names, and in Google Play, they must all be lower case and no spaces. Therefore if your IAP is called 'myproduct' but you call the store and ask for 'MyProduct' somewhat strangely, you will see this error message:
'Authentication is required. You need to sign into your Google Account.'
The error message is so misleading.
I have the same issue previously. Go to your google developer console and make sure your app is PUBLISHED to any version(alpha, beta or prod). Then, the In app purchase will work :)
Check your product status, most probably it is in "inactive" state. Just change its state to "active" and if everything mentioned above is done. It will work.
First remove all google accounts second clear data of google play service. Third if you can uninstall update that do it or just restard the phone
Try this,
first, Remove all google accounts.
second, Clear Data of google play service.
third, if you can uninstall update that do it or just restart the phone.
i had the same error and i have found this solution.
I am working on an Android 4+ app that is free and includes some In-App Purchase items. Some testers are participating in the current beta-test and once the final version is published I would like to let these testers use the IAP items for free.
Is there some "easy" or official way to do this?
This will be my first app in the Play Store (only worked for iOS so far) and I do not know if there is any possibility to create promo codes or something like this to let users purchase non-free IAP items for free.
The only solution I found so far would be some kind of back door within the app, e.g. "Go to page XY, click twice on image A to bring up the unlock screen, enter your username and key..."
Of course this would work but I do not like this solution. Beside the additional work to implement such a solution it would not be really save. I do not know most of my testers in person and if one decides to publish his unlock key on the internet I cannot prevent all kind users from unlocking the app for free (at least not in the current version).
So, is there any way within the Play Store API to get this working?
Short answer: No!
Detailed answer and a possible way to do this:
Right in the Developer Console --> Settings --> License Testing Panel. There you can add up to 400 eMail adresses. Anyone who's using one of those eMail adresses is able to make test-purchases, this means they won't be charged but the Google Server will respond with something like "Yeah he/she bought this item".
Limitation: It's meant test purchases, mainly for applications that aren't published.
From the docs:
You can use any Google account as a test account. Test accounts are
useful if you want to let multiple people test In-app Billing on
applications without giving them access to your publisher account's
sign-in credentials. If you want to own and control the test accounts,
you can create the accounts yourself and distribute the credentials to
your developers or testers.
Though it's still possible to make test-purchases in published application. But there's one major drawback: The purchase will be cancelled automatically after 14 days.
Quote from the docs:
Test purchases are real orders and Google Play processes them in the
same way as other orders. When purchases are complete, Google Play
prevents the orders from going to financial processing, ensuring that
there are no actual charges to user accounts, and automatically
canceling the completed orders after 14 days.
To sum it up: The In-App Billing API doesn't offer an official way to do something like this. If you wanna do this you have to implement your own solution.
See also this SO-Post "Coupons for In-App Billing" which discusses this topic as well.
I'm developing a simple in-app billing library. It works with static responses from google, but now I'd like to test this lib with real in-app products.
I have created a test account and I'm trying to buy a product, but google Play is asking me for a credit card. Is there any way to test in-app billing without using a real credit card (a sandbox environment, fake credit card, etc)?
I have read here that the only way to test this is using a real credit card with a test account (so you don't have to pay google taxes) and once you have bought the product, refund it again, but it seems not to be a very 'developer-friendly' way.
Thanks.
Nope it absolutely SUCKS
You have to use a real credit card, then go into Google Play , select View Merchant Account and hit the individual order then refund to get your money back.
sorry!
As of today (or yesterday) Google has finally allowed "sandbox" testing of in app purchases, it goes through all the steps of an in app purchase except the actual charging of the credit card.
Although you will probobly have to wait for the cancelations/refunds like you did before.
More info here and here
Got this info from my developers console.
... and to add to Blundell's answer, it will take close to 6 hrs for refund to be posted, and then you'll probably want to give it another 6 hours before attempting the purchase.... or else.... Or else, what? Oh, I don't know, something like the "you already own this item" bug/glitch/bane of my existence
You can test in-app purchase subscription using testing accounts. For reference please go through the link-
You may use sandbox testing by adding you testers account to play console.
Go to the play console main screen--> setting--> search for license testers--> add your testers email-id there.
Then go to your app release-> go for your beta/alpha release.
Tap on manage testers and share opt-in URL with testers to accept an invite.
https://cheesecakelabs.com/blog/google-play-iap-first-setup-test-sandbox/