Quick answer: Return PurchaseProcessingResult.Pending for deferred purchases, persist nothing as granted yet, and grant only when ProcessPurchase fires again with the confirmed transaction.
A child buys gems with Ask to Buy enabled; the purchase waits for a parent. Unity IAP raises the purchase as pending, and if you mark it complete you both fail to grant and break the later approval callback. Handling Pending correctly fixes it.
How to fix it
1. Return Pending, not Complete
In ProcessPurchase, if the transaction is not yet finalized return PurchaseProcessingResult.Pending so Unity IAP keeps the transaction open and re-delivers it when payment clears.
2. Listen for the deferred callback
Implement IDeferredPurchasesListener (or the store-specific deferred event) so you can show the player a clear pending message instead of a failure dialog.
3. Grant only on confirmation
Award the item the moment ProcessPurchase returns with the finalized transaction, then return Complete. Until then, treat the purchase as not owned.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.