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Google requiring Google Play Billing Library version 6 or newer #65
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+1 needed please |
We got the same message, hopefully it's a fairly easy fix |
+1 needed |
I think depending on how much the API has changed, I will probably attempt it today to upgrade it and see if it explodes in my face. |
I have no way of testing this at the moment since I am still working on my in-app purchases for my game, is anyone available to check: |
@Veradictus I successfully built the |
It's been approved by Google, so that's a good sign, but it doesn't seem to be working 100% yet. It seems the signal These aren't problems, but what is a problem is that I'll keep investigating. |
That section there needs to be updated to not just get the first product only. This gets all the items in one call:
I'm not a Java developer (and I really don't like the language, don't @ me!) so there might be a better way of doing this, but so far it seems to be working. |
Solid, will try to fix it. I'm starting in-app purchases for my game today so I will update further as needed, and once the game is published on the Play Store and transactions work as intended, I will create a PR into this repo. |
I think this should fix your last problem... check for the <<<<<<<<<<<<<<<<<<<<<<<<<
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Awesome, I haven't had any time to update my code, much appreciated! |
Just found another issue in another file ( GodotGooglePlayBilling.java )
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If anyone is interested, here is the repository of the working plugin that I prepared for using Google Play Billing Library version 6.2.1 on Android for Godot 3.5.2 |
@201949 You're amazing, thank you so much for this! 🚀 Would you consider making a pull request so that upstream may benefit from it as well? 😊 @akien-mga Hi Rémi! I'm so sorry for the ping, you must have a lot on your plate.. 😭 But I'm not entirely sure who the maintainer of this repository is, and l wanted to at least let someone know about the current situation with this plugin as the Aug 31st deadline will be coming up soon 🙇🏻♀️🙇🏻♀️ Thank you so much for your attention 🙏 |
@flaming-toast I attempted to transition to Google Play Billing Library version 7 using the existing official upstream plugin, but I was unsuccessful, just as I was with the transition to version 6. Therefore, to address the need for organizing one-time purchases in my existing applications with the outdated library, I created my own solution, guided by official sources on the Google Play Billing Library. Additionally, I have now implemented support for subscriptions and made it publicly available. Here is the Release 6.2.1 with subs |
@201949 This is awesome! Thank you so much for updating and even improving on the plugin! Since this official repository seems unmaintained now, I'll try migrating to your plugin, will let you know if I run into any issues 🙇🏻♀️ Thank you! |
https://github.com/dgsdestinygamestudios/godot-google-play-billing/tree/main |
@dgsdestinygamestudios I'm very happy for you that you managed to build the plugin for the new v2 structure. I hope you will share the source code soon so that we can see your implementation of the methods for working with the Google Play Billing Library. I hope that my solutions have also helped you in your implementation. |
@201949 thank you. Given that Billing library 6 won't be a long-term fix, I figured I should try to go for 7. I've shared java part of the things. If you see anything wrong, feel free to help. Also yes, I've extensively read your code, Remi's code and the documentation to understand what is going on, so thank you. |
I've created an new addon for the Godot 4.2 that integrates with Google Play Billing Library version 7. This module supports all the public functions provided by the library, handles all error codes, and can work with different pricing plans within subscriptions. You can check it out here: https://github.com/code-with-max/godot-google-play-iapp I hope this addon helps you with your projects. Feedback and contributions are welcome! Happy coding! |
@code-with-max Do you plan to create a PR and merge it back with the offical plugin? |
I'm not sure I can do this for several reasons:
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@code-with-max (the old version works for me) And according to a Google search it says: I see that it gets the product names but when you click on purchase it gives this error. |
@Shay-M |
Check your debug and release keystores. Project > Export > select Android > scroll down until you see keystores > assign |
Thank you for the quick reply: @dgsdestinygamestudios @code-with-max
And of course I changed it: AndroidIAPP singleton loaded |
Then check your AndroidManifest file and unique name. Make sure you enter the unique name of your game. example: |
@dgsdestinygamestudios https://github.com/code-with-max/godot-google-play-iapp/releases/tag/v1.2 |
@dgsdestinygamestudios In the previous version, I did the run through godot and a physical connection of my device (this is how it worked) |
Nice it works :) But It only works for me only from the google store. |
@Shay-M |
@code-with-max Ah sorry I didn't explain myself. |
As I understand your conversation, you need to register the payment tester in the Google Developer Console. Settings -> License testing. Otherwise, payment testing will have to be carried out in a published application with a real payment method. Or did I misunderstand the conversation? |
Hi, thank you for your help! I believe that now everything will work |
@201949 I'm trying to use your Google Play Billing Library 6.2.1, but when I export my game and test it on device through an internal test, the app crashes after 2 seconds. In your code, the _on_connected() function first starts a 2s timer, so my guess is that whatever happens after crashes the app, I just don't know what.. Have you got any idea? I just copied your code without changes. The app seems to work fine for the first 2 seconds. EDIT: |
@201949 First of all, thank you for making the Google Play Billing 6.2.1 plugin! It was really needed. Would it be possible to add more documentation/notes it? I'm trying to work with it now but there is a lot of code that I don't know the purpose/workings of. It would be helpful to me and other people who use your code to have some sort of helping hand. |
@dalvaren what Godot version are you using? You should give this pr a try. Although it's still not complete but it work for me with basic using. Of course if you're upgrade from a very old version you have to update something. These signal changed:
Also replace all It should work for now. |
@kyoz DO you know if that PR also works for Godot 3.5.3? |
I'm using it for all of my games now, yes of course that pr is still not completely complete, but if your usecase is simple like me, just allow user to purchase an item, it should work fine. Here is the build for 3.5.3 which i've built and used: GodotGooglePlayBilling-v7-3.5.3.zip You can give it a try. |
@201949 Just wanted to let you know that I got everything working thanks to your plugin! Thank you so much for your effort. I do have 1 question. Does Android/Google have something like a "Restore purchases" feature like in iOS? And if so, does your plugin support that? EDIT: Asked if I could donate but I found the button in GitHub. |
I have projects using at 4.2.1 and 4.3, How I am going to update to version Google Play Billing Library version 6.0.1 ? Thanks |
Starting tomorrow, our game updates will be rejected unless we update the billing plugin. Do we have any updates on when the plugin will be compatible with the new requirements? |
I used the plugin made by @201949 and solved this problem for my game. Good luck! |
Hi Is this compatible with godot 4.3? |
Hi @wargaming0009, Yes, my plugin also works in Godot 4.3, but at the moment I have not prepared a corresponding release. However, you can rebuild my plugin for the Godot 4.3 library. In this case, you will need to make some changes to your If you need a working plugin for the Godot 4.X branch, try using the following plugin: Hope this helps you. |
Just sharing one more option: https://achyutastudios.github.io/godot-play-billing/ Supported Godot Version: 4.2 and above I've tested this one on 4.2.1 and I have working "Internal testing" release in Play Console without Billing version errors. I kind of enjoy a bit more the web documentation. |
Hello!
Got this message just today on Google Play Console, it looks like this plugin will need to be upgraded to a newer version of the Google Play Billing library by August 24th if I'm not mistaken?
The text was updated successfully, but these errors were encountered: