T An IStoreConfiguration known to the.
Access store-specific Configuration settings.
See Also: IStoreConfiguration and IPurchasingBinder.RegisterConfiguration.
Here is an example configuring a store for initialization inside a Store class.
#pragma strict public class MyStoreClass extends MonoBehaviour { function Awake() { var builder: ConfigurationBuilder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct("levelpackfoo", ProductType.NonConsumable); builder.Configure.<IGooglePlayConfiguration>().SetPublicKey("MIIBIjA...j"); 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 UnityEngine; using UnityEngine.Purchasing;
public class MyStoreClass : MonoBehaviour, IStoreListener { void Awake() { ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct("levelpackfoo", ProductType.NonConsumable); builder.Configure<IGooglePlayConfiguration>().SetPublicKey("MIIBIjA...j"); 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) {} }