Quick answer: Add every product to the ConfigurationBuilder with correct ids and types, ensure the app exists on a store testing track, and read failures from OnInitializeFailed.

Unity IAP calls OnInitializeFailed with NoProductsAvailable because your products are not configured or the app is not on a test track. Configuring products and the store entry fixes initialization.

How to fix it

1. Register all products

Add each product to the ConfigurationBuilder with the exact store id and correct ProductType (Consumable, NonConsumable, Subscription) before calling UnityPurchasing.Initialize.

2. Configure the store entry

Ensure the app is uploaded to an internal/closed testing track and the products are active in App Store Connect / Play Console; unconfigured products cause NoProductsAvailable.

3. Handle init failure

Implement OnInitializeFailed to log the InitializationFailureReason and retry or disable the store UI rather than leaving it broken silently.

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.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.