Yeah I’m encountering the same issue, it just says “Join the experience to redeem your purchase” but I’ve already received the item upon joining.
We originally had an issue where it kept rewarding the item again and again upon each join but we fixed that so now it only rewards the first time but still have the issue where we can’t activate the feature no matter how many times we run the test.
Make sure your ProcessReceipt function does return an Enum.ProductPurchaseDecision, in the case Enum.ProductPurchaseDecision.PurchaseGranted or it will keep trying to reward again and again.
Yeah it returns Enum.ProductPurchaseDecision.PurchaseGranted after every rejoin but still doesn’t allow activation of the feature as it simply says “Join the experience to redeem your purchase”
I’ve purchased the same product multiple times during test mode and each one has been successfully rewarded only once despite how many times i rejoin. Roblox just isn’t registering it for some reason.
It doesn’t work. For some weird reason, my developer went and turned on the Allow external purchases for test mode and the product does not appear in the store.
It also says image unavailable and when I tried to save changes it said an error occured and to report it on the devforum.
I tried another devproduct with a different picture, and it didnt work. The pictures are not against TOS, and for some reason it worked with the other games I made but not this one. Please help!
Nvm I just found it. However, developer products don’t appear in the game store if there’s no login from the user. Please tell me that’s not how it’s supposed to be
NEVERMIND. Apparently you can’t see the developer products from games you don’t own (which makes literally no sense if you wanna buy some). I think it’s because you require the cookie from the owner of the game. When will this get fixed?
For me, the products do not appear on the “average” player’s screen. The feature activation buttons appear for me to and I can confirm that I validated in test mode despite indicators saying otherwise.
This feature might be very good if it wasn’t for this dealbreaker:
Why do you seemingly need to spend robux on your own devproduct tests? The whole point of testing gamepass and product transactions in studio’s run mode is that you don’t actually have to spend anything, giving you no rush to properly implement said product transactions (unless you somehow added a gamepass without testing it to a live instance)
Besides, where is the robux going when you buy your own stuff? Does it just go through the pending queue and steal 30%, or does it get voided at some roblox robux vault or something?
I hope this issue gets rectified, and developers refunded, so that new developers won’t get locked out from this feature for being broke
If the only reason to add the hiddion option for gamepasses is so that people can cut corners then I don’t think it should be added.
Why can’t you just check if you have already rewarded the gamepass items to the player when they join, and if you havn’t then just give the items there?
And you can’t just say you just don’t want to do it, you’re gonna have to manually give the items anyways if something goes wrong and the items don’t get awarded to the player but the gamepass is still purchased.
receiptInfo: Dictionary
The receiptInfo table passed to this callback contains the following data:
PurchaseId — A unique identifier for the specific purchase.
PlayerId — The user ID of the user who made the purchase.
ProductId — The ID of the purchased product.
PlaceIdWherePurchased — The place ID in which the purchase was made. Depending on where the user is during gameplay, the purchase place’s ID can be the same as or different from the current place’s ID.
CurrencySpent — The amount of currency spent in the transaction.