重要注意事项:游戏必须在初始化 Unity Ads 之前先初始化 Unity IAP 才能正常使用内购推荐 (IAP Promo)。
本集成指南涵盖四个主要步骤:
要使用内购推荐 (IAP Promo),您需要:
1.配置项目以使用 Unity 服务。 2.在项目中启用 Unity IAP SDK (1.2+) 和 Unity Ads SDK (2.3+)。
内购推荐 (IAP Promo) 需要受支持的 Unity IAP SDK 版本 (1.17+)。要获取最新 IAP SDK,请在 Services 窗口 (Window > Services) 中启用 In-App Purchasing,或者从 Asset Store 将其导入。如果是从 Services 窗口启用,务必在系统提示时选择导入 (Import) 资源包。
请参阅有关设置 IAP 的文档以了解其他信息。
内购推荐 (IAP Promo) 需要受支持的 Unity Ads SDK 版本。Unity 建议从 Asset Store 导入最新的 Unity Ads SDK (3.0+) 以获得此 SDK。
请参阅设置 Unity Ads 以了解其他信息。
在设置所需服务后,即可在游戏中实现它们。
初始化有两个选项:无码或脚本。
Codeless IAP 能为您处理初始化。如果使用 Codeless IAP 初始化,必须在代码的其他位置调用 Unity Ads 初始化方法。
要使用 Codeless IAP,请填充__商品目录__ (Product Catalog),然后创建 IAP 监听器 (IAP Listener) 来获取该目录:
1.在 Editor 中,选择 Window > UnityIAP > IAP Catalog 以打开 IAP Catalog 窗口。该窗口会列出您以前配置的所有商品。必须在__商品目录__中至少配置一个__商品__。有关设置商品的完整过程,请参阅 Codeless IAP。
2.在 IAP Catalog 窗口中,选择 App Store Export > Cloud JSON 以导出__商品目录__的本地副本。
3.创建 IAP 监听器。选择 Window > Unity IAP > Create IAP Listener,然后将其添加到游戏的第一个场景。游戏一启动,监听器就会获取__商品目录。这样可以避免在游戏请求__推荐 (Promotions) 而__商品__没有准备好(因为无码按钮尚未出现在场景中)时发生错误。
如果不使用 Codeless IAP,必须通过脚本手动初始化 Unity IAP。请参阅以下代码示例:
using UnityEngine;
using UnityEngine.Purchasing;
public class IAPManager : MonoBehaviour, IStoreListener {
private IStoreController controller;
//The following products must be added to the Product Catalog in the Editor:
private const string coins100 = "100.gold.coins";
private const string coins500 = "500.gold.coins";
public int coin_count = 0;
void Awake () {
StandardPurchasingModule module = StandardPurchasingModule.Instance ();
ProductCatalog catalog = ProductCatalog.LoadDefaultCatalog ();
ConfigurationBuilder builder = ConfigurationBuilder.Instance (module);
IAPConfigurationHelper.PopulateConfigurationBuilder (ref builder, catalog);
UnityPurchasing.Initialize (this, builder);
}
public void OnInitialized (IStoreController controller, IExtensionProvider extensions) {
this.controller = controller; Debug.Log ("Initialization Successful");
}
public void OnInitializeFailed(InitializationFailureReason error) {
Debug.Log ("UnityIAP.OnInitializeFailed (" + error + ")")
}
public void OnPurchaseFailed (Product item, PurchaseFailureReason reason) {
Debug.Log("UnityIAP.OnPurchaseFailed (" + item + ", " + reason + ")");
}
public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e) {
string purchasedItem = e.purchasedProduct.definition.id;
switch (purchasedItem) {
case coins100: Debug.Log ("Congratulations, you are richer!");
coin_count += 100;
Debug.Log ("IAPLog: Coin count: " + coin_count);
break;
case coins500: Debug.Log ("Congratulations, you are richer!");
coin_count += 500;
Debug.Log ("IAPLog: Coin count: " + coin_count);
break;
}
return PurchaseProcessingResult.Complete;
}
public void Buy(string productId) {
Debug.Log ("UnityIAP.BuyClicked (" + productId + ")");
controller.InitiatePurchase (productId);
}
}
无论使用的是 Codeless IAP 还是手动 IAP 初始化方法,都必须初始化 Unity Ads。以下代码示例显示了要调用的初始化方法:
using UnityEngine;
using UnityEngine.Monetization;
public class AdManager : MonoBehaviour {
public bool testMode = true;
private const string adPlacement = "video";
private const string promoPlacement = "promo";
#if UNITY_IOS
private string gameId = "0000000"; // Your iOS game ID here
#elif UNITY_ANDROID
private string gameId = "9999999"; // Your Android game ID here
#else
private string gameId = "0123456"; // Prevents Editor Errors
#endif
private void Awake () {
if (Monetization.isSupported && !Monetization.isInitialized) {
Monetization.Initialize (gameId, testMode);
}
}
public void ShowVideoAd () {
ShowAdPlacementContent ad = Monetization.GetPlacementContent (adPlacement) as ShowAdPlacementContent;
ad.Show ();
}
public void ShowPromo () {
PromoAdPlacementContent promo = Monetization.GetPlacementContent (promoPlacement) as PromoAdPlacementContent;
promo.Show ();
}
}
导航至 Operate 控制面板的 Monetization 部分可配置内购推荐 (IAP Promo) 优惠:
Use the Editor Play mode to check that a test ad appears when the Placement makes its request.
In order to test Promos, you must have Promo assets configured and build to a device. If you initialize in test mode, you will see a test Promo creative. To see real promotional creative assets, you must build the game to a device in production mode.