Codeless IAP is the easiest way to implement in-app purchases in your Unity app. The Unity Editor offers an interface for configuring basic IAP integration using minimal script writing.
Codeless IAP handles the actual IAP transaction without requiring any code. Implementing Codeless IAP is a two-step process using the Editor:
The Unity Purchasing system configures the Products you populate in the catalog at run time. When players select an IAP Button, it initiates the purchase flow for the associated Product.
Note: You still need to use scripting to define how players access their newly purchased content. For more information, see the Purchase fulfillment section below.
Before starting, install the latest Unity IAP SDK. See documentation on Setting up Unity IAP for more information.
To add an IAP Button to your Scene, in the Unity Editor, select Window > Unity IAP > Create IAP Button.
Open the IAP Catalog GUI one of two ways:
Next, use the GUI to define the following attributes for each Product in your catalog.
Note: The IAP Catalog GUI provides additional tools for configuring your Products. Before exporting a catalog for upload to its respective store, you must populate description and pricing information as well. For detailed information on these settings, see documentation on Defining Products.
UnityPurchasing
The IAP SDK must initialize in order for in-app purchasing to work. This occurs automatically when the first instance of a Codeless IAP Button or IAP Listener loads at run time. However, you may need to initialize the SDK before an IAP Button or IAP Listener appears in your game (for example, serving an IAP Promo offer after application launch). In these cases, check Automatically initialize UnityPurchasing (recommended) at the bottom of the IAP Catalog window. This ensures that UnityPurchasing
initializes immediately when the application starts, and eliminates dependenciesIn the context of the Package Manager, a dependency is a specific package version (expressed in the form package_name@package_version
) that a project or another package requires in order to work. Projects and packages use the dependencies attribute in their manifests to define the set of packages they require. For projects, these are considered direct dependencies; for packages, these are indirect, or transitive, dependencies. More info
See in Glossary on the codeless instances’ lifecycles.
In order to work, your catalog must contain at least one Product.
Note: You can use auto-initialize together with IAP Buttons or Listeners. In this case, the SDK initializes when the game starts instead of when the first instance of an IAP Button or Listener loads in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary. However, you should not enable auto-initialize if you also initialize manually in a script, as this may cause errors.
When your catalog contains at least one Product, you can define IAP Button behavior when the purchase completes or fails.
Fulfillment script code sample:
public void GrantCredits (int credits){
userCredits = userCredits + credits;
Debug.Log(“You received “ + credits “ Credits!”);
}
Run your game to test the IAP Button.
In order for purchases to function, you must configure your catalog on the corresponding app store. To do so, you can export your Product Catalog as a CSV file to Google Play, or as an XML file through Apple’s Application Loader to the iTunes Store.
To export your Product Catalog for Google Play:
For complete guidance on uploading your exported catalog to Google Play, see the Google in-app billing documentation on the Android Developers website.
To export your Product Catalog for Apple iTunes:
For complete guidance on importing through Apple’s Application Loader, see the Application Loader documentation on the iTunes Connect website.
Some app stores, including iTunes, require apps to have a Restore button. Codeless IAP provides an easy way to implement a restore button in your app.
To add a Restore button:
When a user selects this button at run time, the button calls the purchase restoration API for the current store. This functionality works on the iOSApple’s mobile operating system. More info
See in Glossary App Store, the Mac App Store, and the Windows Store app store. You may want to hide the Restore button on other platforms.
If the restore succeeds, Unity IAPAbbreviation of Unity In App Purchase
See in Glossary invokes the On Purchase Complete (Product) function on the IAP Button associated with that Product.
For more information, see the documentation on Restoring purchases.
Codeless IAP dispatches successful and failed purchase events to an active IAP Button component in the hierarchy. However, there may be times when it is difficult or undesirable to have an active IAP Button when handling a successful purchase. For example, if a purchase is interrupted before completing, Unity IAP attempts to process the purchase again the next time it is initialized. You may want this to happen immediately after the app launches, in which case an IAP Button wouldn’t make sense. Codeless IAP includes the IAP Listener component precisely for these cases. An active IAP Listener in the Scene hierarchy receives any purchase events that cannot be dispatched to an IAP Button.
To add an IAP Listener:
The Codeless IAP feature does not expose most of Unity IAP’s extended functionality. However, Codeless IAP is implemented on top of the existing scripting APIs, so you can modify much of its functionality in the IAPButton.cs script (Assets/Plugins/UnityPurchasing/script/IAPButton.cs) to suit your needs.
To use Unity IAP’s extended functionality, access the Unity IAP IStoreController
and IExtensionProvider
instances returned by IStoreListener.OnInitialize
.