Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

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

ConfigurationBuilder.AddProducts

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

Sumbission failed

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

Close

Cancel

public function AddProducts(products: IEnumerable<ProductDefinition>): Purchasing.ConfigurationBuilder;
public Purchasing.ConfigurationBuilder AddProducts(IEnumerable<ProductDefinition> products);

Parameters

products Products to add.

Returns

ConfigurationBuilder The referenced instance. Suitable for chaining.

Description

Add a collection of ProductDefinitions.

Assumes store-specific id is identical across platforms; provides no store name configuration mechanism.

Here is an example adding products inside a Store class.

#pragma strict
public class MyStoreClass extends MonoBehaviour {
	function Start() {
		var builder: ConfigurationBuilder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
		var productSet: HashSet.<ProductDefinition> = new HashSet.<ProductDefinition>();
		var productCollection: ReadOnlyCollection.<ProductDefinition> = new ReadOnlyCollection.<ProductDefinition>(productSet.ToList());
		builder.AddProducts(productCollection);
		UnityPurchasing.Initialize(this, builder);
	}
	public function OnInitialized(controller: IStoreController, extensions: IExtensionProvider) {
	}
	public function OnInitializeFailed(error: InitializationFailureReason) {
	}
	public function ProcessPurchase(e: PurchaseEventArgs) {
		return PurchaseProcessingResult.Complete;
	}
	public function OnPurchaseFailed(item: Product, r: PurchaseFailureReason) {
	}
}
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using UnityEngine;
using UnityEngine.Purchasing;

public class MyStoreClass : MonoBehaviour, IStoreListener { void Start() { ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); HashSet<ProductDefinition> productSet = new HashSet<ProductDefinition>() { new ProductDefinition("virtualcurrency_100", "com.unity3d.purchasing.virtualcurrency_100", ProductType.Consumable), new ProductDefinition("levelpackfoo", "com.unity3d.purchasing.levelpackfoo", ProductType.NonConsumable), }; ReadOnlyCollection<ProductDefinition> productCollection = new ReadOnlyCollection<ProductDefinition> (productSet.ToList()); builder.AddProducts(productCollection); UnityPurchasing.Initialize(this,builder); } public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {} public void OnInitializeFailed(InitializationFailureReason error) {} public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e) { return PurchaseProcessingResult.Complete; } public void OnPurchaseFailed(Product item, PurchaseFailureReason r) {} }