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    Custom purchasing integration for Android developers

    Overview

    This guide covers integration for implementing a purchasing adapter in your Android game, to take advantage of Unity's optimization features.

    • If you are a Unity developer using C#, click here
    • If you are an iOS developer using Objective-C, click here.

    Guide contents

    1. Configure your game for Unity Ads.
    2. Configure your Product Catalog on the developer dashboard.
    3. Configure an IAP Promo on the developer dashboard.
    4. Implement a purchasing adapter in your game code, using the UnityPurchasing API.
    5. Implement game logic and purchase events within the purchasing adapter.
    6. Initialize the purchasing adapter and Ads SDK.

    Implementation

    Configuring your game for Unity Ads

    To implement a purchasing delegate, you must integrate Unity Ads in your game. To do so, follow the steps in the basic ads integration guide that detail the following:

    • Creating a Project in the Unity developer dashboard
    • Importing the Unity Ads framework

    Important: Custom purchase integration requires the Unity Ads SDK version 3.0 or higher.

    Once your game is configured for Unity Ads, proceed to creating a Product Catalog.

    Configuring Product Catalogs on the developer dashboard

    Before implementing your purchasing delegate, navigate to the Operate tab of the developer dashboard, then follow the manual configuration instructions for populating a Product Catalog.

    Configuring Promotions on the developer dashboard

    From the Operate tab of the developer dashboard, follow the instructions for configuring an IAP Promo.

    Implementing the purchasing adapter

    In your game script, include the com.unity3d.services.purchasing.core.IPurchasingAdapter interface, then create a class that implements a purchasing adapter. You will use two functions, retrieveProducts and onPurchase, to define the game logic you want the purchasing adapter to use. These methods require a class using IPurchasingAdapter. You must implement them so the SDK can call them as needed when managing your Product transactions.

    import com.unity3d.services.purchasing.core.IPurchasingAdapter;
    
    private class UnityPurchasingAdapter implements IPurchasingAdapter {
        // Placeholder for retrieveProducts function
        // Placeholder for onPurchase function
    }
    

    Retrieving your Product Catalog

    The SDK calls retrieveProducts to retrieve the list of available Products. The function must convert your IAP products into UnityMonetization.Product objects. This requires a minimum of the following for each Product:

    • productID
    • localizedPriceString
    • productType
    • isoCurrencyCode
    • localizedTitle

    The function takes an IRetrieveProductsListener listener. Call the listener’s onProductsRetrieved function to send the retrieved Products list back to the SDK.

    Processing a purchase

    The SDK calls onPurchase when a user clicks the buy button for a promotional asset. The purchase’s success or failure handling depends on your in-app purchasing implementation.

    If the transaction succeeds, call the listener’s onTransactionComplete function using a TransactionDetails object.

    If the transaction fails, call the listener’s onTransactionError function, using a TransactionError object.

    Example IPurchasingAdapter implementation

    import com.unity3d.services.purchasing.core.IPurchasingAdapter;
    
    private class UnityPurchasingAdapter implements IPurchasingAdapter {
        @Override
        public void retrieveProducts (IRetrieveProductsListener listener) {
    
            // Query your Products here, convert them to Monetization.Products, then populate the Product list with them:
            listener.onProductsRetrieved (Arrays.asList (Product.newBuilder ()
                .withProductId ("100bronzeCoins")
                .withLocalizedTitle ("100 Bronze Coins")
                .withLocalizedPriceString ("$1.99")
                .withIsoCurrencyCode ("USD")
                .withProductType ("Consumable")
                .build ()));
        }
    
        @Override
        public void onPurchase (String productID, ITransactionListener listener, Map<String, Object> extras) {
            thirdPartyPurchasing.purchase (productId); // Generic third-party purchasing function
    
            // If purchase succeeds:
            listener.onTransactionComplete (TransactionDetails.newBuilder ()
                    .withTransactionId ("ABCDE")
                    .withReceipt ("Parsed receipt string here")
                    .build ());
    
            // If purchase fails:
            listener.onTransactionError (TransactionErrorDetails.newBuilder ()
                .withTransactionError (TransactionError.NETWORK_ERROR)
                .withExceptionMessage ("Example: network connection dropped")
                .withStore (Store.GOOGLE_PLAY)
                .withStoreSpecificErrorCode ("Example: Google Play lost network connection")
                .build ());
            }
        }
    }
    

    Initializing the purchasing adapter and SDK

    After you’ve implemented the purchasing adapter, you must provide a reference to it using the setAdapter method. Finally, you must initialize the SDK using your Project’s Game ID for the appropriate platform. You can locate the ID on the Operate tab of the Developer Dashboard by selecting the Project, then selecting Settings > Project Settings from the left navigation bar (see the Dashboard guide section on Project Settings for details).

    To avoid errors, implement these calls as early as possible in your game’s run-time life cycle. For example:

    @Override
    protected void onCreate (Bundle savedInstanceState) {
        super.onCreate (savedInstanceState);
        setContentView (R.layout.activity_main);
    
         UnityPurchasing.setAdapter (new UnityPurchasingAdapter ());
    
         UnityServices.initialize (this, unityGameID, this);
    }
    

    What's next?

    Learn how to implement custom IAP Promo assets in your game, or return to the Monetization hub.

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