Yes, I am aware of the fact that I can use
return Enum.ProductPurchaseDecision.NotProcessedYet
But, this doesn’t cancel the purchase, nor does it issue a refund. It seems to me that the most rational way to go about things would be to charge the player after the purchase was made sure to work.
Anyways, I wanted to know if there are any alternate solutions to this problem. If a devproduct has a very rare bug that can cause the product to fail, you would think it would be the case that we could just cancel the purchase, and prompt the player that it couldn’t be done.
Let me know!