Validating Test environment reciepts for In-app purchase for iOS in Unity












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Our app's been rejected with the following feedback:
"When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."



How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.










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    0















    Our app's been rejected with the following feedback:
    "When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."



    How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.










    share|improve this question



























      0












      0








      0








      Our app's been rejected with the following feedback:
      "When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."



      How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.










      share|improve this question
















      Our app's been rejected with the following feedback:
      "When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code "Sandbox receipt used in production," you should validate against the test environment instead."



      How should we go about validating against the test environment in Unity for iOS? It's working perfectly well for sandbox users.







      ios validation unity3d in-app-purchase receipt






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      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 20 '18 at 7:49









      D Manokhin

      599219




      599219










      asked Nov 20 '18 at 7:45









      HimayatHimayat

      13




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