Our game is using the Unity3D SDK. We are testing our game for the scenario of restoring unconsumed purchases.
To test this, we're creating purchases that complete successfully, but are never completed (e.g: notifyFulFillment is never called).
On the next app load, we call getPurchaseUpdates(true) to get a list of all pending receipts so we can process them.
The problem is that in this particular test, the getPurchaseUpdates call returns an empty array of receipts. I would expect it to return the receipt for the item that was not fulfilled.
What are we doing wrong here? can anyone suggest how we should handle this ?