Do test purchases not save?

I am testing a gamepass that gives you a skip(to skip a stage) everyday. It verifys if you own the gamepass, but when I buy it and test play again. It always prints “Player doesn’t own gamepass” . Instead of verifying properly I do have that gamepass. This is a group game, and that is a gamepass made by the group. Do test purchases on gamepasses not save?

Edit: I mean on their own, without datastores coded in.

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No, gamepass test prompts aren’t supposed to save.

When it says that this is a test purchase, that means the prompt won’t charge your account. You’re just testing to see if the prompt works.

So that means that if I try to verify if a player owns that gamepass (in testing) it won’t work. Right?

You can make the script so the prompt will ONLY appear if you don’t have the gamepass.

If the player doesn’t have the gamepass, it will prompt you.
If the player does have the gamepass, then it will let you skip a stage like you said.

When I say this, I’m assuming you’re using UserOwnsGamepassAsync in your script right?

What I’m really asking, is when the player joins the game I verify if a player owns the gamepass. What I do is a play, purchase the gamepass. Then when I rejoin and verify it says I don’t own the gamepass. And yes, I am using that function.

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I see. My bad.

Test purchases DO NOT save gamepasses.

Only actual purchases do.