Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

IStore

interface in UnityEngine.Purchasing.Extension

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

The public interface of an underlying store system (e.g. Google Play or Apple App Store) typically exposed to Unity IAP extending its in-app purchasing platform support.

Unity IAP is extensible, supporting registration of store systems through IPurchasingModule implementations shared with Unity IAP via a ConfigurationBuilder during initialization.

A sample store class:

#pragma strict
// Purchases always succeed at the sample store
internal class SampleStore implements IStore {
    public const var Name: String = "samplestore";
    private var m_Biller: IStoreCallback;
    private var m_PurchasedProducts: List.<String> = new List.<String>();
    public function Initialize(biller: IStoreCallback) {
        m_Biller = biller;
    }
    public function RetrieveProducts(productDefinitions: ReadOnlyCollection.<ProductDefinition>) {
        var products = new List.<ProductDescription>();
        for (var product in productDefinitions) {
            var metadata = new ProductMetadata("$123.45", "Fake title for " + product.id, "Fake description", "USD", 123.45m);
            products.Add(new ProductDescription(product.storeSpecificId, metadata));
        }
        m_Biller.OnProductsRetrieved(products);
    }
    public function Purchase(product: ProductDefinition, developerPayload: String) {
        // Keep track of non consumables.
        if (product.type != ProductType.Consumable) {
            m_PurchasedProducts.Add(product.storeSpecificId);
        }
        m_Biller.OnPurchaseSucceeded(product.storeSpecificId, "{ \"this\" : \"is a fake receipt\" }", Guid.NewGuid().ToString());
    }
    public function FinishTransaction(product: ProductDefinition, transactionId: String) {
    }
}
using System;
using System.Collections.ObjectModel;
using System.Collections.Generic;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;

// Purchases always succeed at the sample store internal class SampleStore : IStore { public const string Name = "samplestore"; private IStoreCallback m_Biller; private List<string> m_PurchasedProducts = new List<string>();

public void Initialize(IStoreCallback biller) { m_Biller = biller; }

public void RetrieveProducts(ReadOnlyCollection<ProductDefinition> productDefinitions) { var products = new List<ProductDescription>(); foreach (var product in productDefinitions) { var metadata = new ProductMetadata("$123.45", "Fake title for " + product.id, "Fake description", "USD", 123.45m); products.Add(new ProductDescription(product.storeSpecificId, metadata)); } m_Biller.OnProductsRetrieved(products); }

public void Purchase(ProductDefinition product, string developerPayload) { // Keep track of non consumables. if (product.type != ProductType.Consumable) { m_PurchasedProducts.Add(product.storeSpecificId); } m_Biller.OnPurchaseSucceeded(product.storeSpecificId, "{ \"this\" : \"is a fake receipt\" }", Guid.NewGuid().ToString()); }

public void FinishTransaction(ProductDefinition product, string transactionId) { } }

Public Methods

FinishTransactionCalled by Unity IAP when a transaction has been recorded.
InitializeInitialize the store.
PurchaseHandle a purchase request from a user.
RetrieveProductsFetch the latest product metadata, including purchase receipts, asynchronously with results returned via IStoreCallback.

Did you find this page useful? Please give it a rating: