UPDATE: Finally found it. Turns out Facebook has a consume call that has to be made. Currently using Unity 5.6f3 and Facebook 7.9.4. We have set up all products in the product page on Facebook and turned on Payment lite. We have a mobile version of our app and were using Facebook canvas payments in a previous app, however on our next app we decided to go with the Facebook payment lite as it sounded easier to setup and deal with. I setup the mobile shop to work for the Facebook product ids and then we setup a test user to purchase (without being charged). The test user gets the dialog box and we can choose always succeed and the payment works, but when trying to buy it again, it fails with an error. I assume it's just not being properly consumed (even though they are being declared as consumable in the builder.AddProduct call). The error when trying to rebuy is "There was a problem processing your payment. Sorry, but we're having trouble processing your payment. You have not been charged for this transaction. Please try again." I'm just not sure what I need to consume as the results are a bit different it appears vs mobile. I have a callback for the purchase and it catches it and I can check the IPayResult. What do we need to call to ensure the product is consumed from Facebook lite payments? Thank you for your help!