Hey,
I made all the proper test before deploying the price Optimization and all my prices are client Sided and applied when the player join. When I tested with the tool all my prices were at 1 Robux like it was suppose to.,
So, this morning some of my players reported me that the price they had were not the same as the one they see when they promp the purchase.
I attached a video the player gave me.
Thank you for the report. This is an acknowledgement message. We have assigned to our team for further review.
Thanks for reporting the issue. We can confirm that Prompt Purchase correctly shows the expected price for all your items.
However, we noticed some item prices in the UI didn’t reflect the pricing correctly—for example, 20% shiny luck, 20 luck, etc.
Would you mind confirming if the prices shown in the UI for those items (20% shiny luck and 20 luck) use the price fetched via GetProductInfo
?
When I was testing with the Tool they all showed 1 Robux. 20% shiny luck, 20 luck, etc.
So yeah they all use GetProductInfo and use the dynamic price.
The Player Join, He Fetch all the Gamepass and Devproducts info and apply the prices on all the UIs.
Am I suppose to ReFetch the price more then once during his visit?
Thanks for clarifying that.
You do not need to re-fetch the price if there is no change (price change or experiment start/stop). However, this discrepancy can occur if the experiment was begun while the user was already logged in your experience. PromptPurchase
always fetches the latest data so the UI might be outdated in this case.
Would you be able to confirm if the user is still noticing the inconsistent prices?
I didnt got any new report since the day I reported the bug.