## README - In-App Purchasing Sample Scenes - Apple App Store - Handling Deferred Purchases This sample showcases how to handle Ask to Buy purchases unavailable in the App Receipt using `IAppleExtensions.GetTransactionReceiptForProduct` and test using `IAppleExtensions.simulateAskToBuy`. ## Instructions to test this sample: 1. If testing with Sandbox, have in-app purchasing correctly configured with the [Apple App Store](https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/manual/UnityIAPAppleConfiguration.html). 2. Configure a non-consumable product. 3. Set your own product's id in the `InAppPurchasing game object > Refreshing App Receipt script > No Ads Product Id field` or change the `goldProductId` field in the `RetrievingProductReceipt.cs` script. 4. Build your project for `iOS`. 1. If you are using a simulator with Xcode 12+, follow these [instructions](https://developer.apple.com/documentation/xcode/setting-up-storekit-testing-in-xcode) to set up StoreKit Testing. (We recommend using Storekit Testing if possible. Testing in Sandbox will not allow you to approve or reject Ask to Buy transactions.) 2. In order to test deferred purchases using Storekit Testing, select Editor > Enable Ask to Buy. To approve and decline transactions, navigate to Debug > StoreKit > Manage Transactions. Right click on pending transactions to approve or decline. ### Getting Product Transaction Receipts For additional information, see the Transaction Receipts section of the [Unity IAP iOS and Mac App Store Documentation](https://docs.unity3d.com/Packages/com.unity.purchasing@3.2/manual/UnityIAPiOSMAS.html).