The ProcessPurchase
function of your store listener is called when a purchase completes. Your application should fulfil whatever the user has bought; for example, unlocking local content or sending purchase receipts to a server to update a server-side game model.
A result is returned to indicate whether or not your Application has finished processing the purchase:
Result | Description |
---|---|
PurchaseProcessingResult.Complete | The application has finished processing the purchase and should not be informed of it again. |
PurchaseProcessingResult.Pending | The application is still processing the purchase and ProcessPurchase will be called again the next time the Application starts, unless the ConfirmPendingPurchase function of IStoreController is called. |
Note that ProcessPurchase may be called at any point following a successful initialization. If your application crashes during execution of the ProcessPurchase
handler, then it is invoked again the next time Unity IAP initializes, so you may wish to implement your own additional de-duplication.
Unity IAP requires explicit acknowledgement of purchases to ensure that purchases are reliably fulfilled in the event of network outages or application crashes. Any purchases that complete while the application is offline will be sent to the application on next initialization.
When PurchaseProcessingResult.Complete
is returned, Unity IAP finishes the transaction immediately (as shown in the diagram below).
You must not return PurchaseProcessingResult.Complete
if you are selling consumable products and fulfilling them from a server (for example, providing currency in an online game).
If you do, there is a risk that consumable purchases will be lost if your Application is uninstalled before the cloud save takes place.
If you are saving consumable purchases to the cloud, you must return PurchaseProcessingResult.Pending
and call ConfirmPendingPurchase
only when you have successfully persisted the purchase.
When returning Pending
, Unity IAP keeps transactions open on the underlying store until confirmed as processed, ensuring consumable purchases are not lost even if a user reinstalls your application while a consumable is in this state.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thanks for helping to make the Unity documentation better!