Android アプリ内課金 (IAP) ストアにおける、ストア間を横断してプロダクトをインストールする場合の問題
ユニバーサル Windows プラットフォーム

iOS & Mac App Store

Extended functionality

アプリ レシートを読む

アプリ レシートはデバイスのローカルに保管され、以下のようにして読むことができます。

var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
string receipt = builder.Configure<IAppleConfiguration>().appReceipt;

支払い制限の確認

アプリ内課金はデバイスの設定で制限されている場合があります。以下のようにして、確認できます。

var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
bool canMakePayments = builder.Configure<IAppleConfiguration>().canMakePayments;

トランザクションのリストア

On Apple platforms users must enter their password to retrieve previous transactions so your application must provide users with a button letting them do so. During this process the ProcessPurchase method of your IStoreListener will be invoked for any items the user already owns.

/// <summary>
/// OnInitialized の IStoreListener 実装
/// </summary>
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
    extensions.GetExtension<IAppleExtensions> ().RestoreTransactions (result => {
        if (result) {
            // なにかがリストアされたというわけではありません
            // 単に復元の処理が終了したということです
        } else {
            // 復元失敗
        }
    });
}

アプリ レシートのリフレッシュ

Apple はサーバーから新しい App Receipt を取得する方法を提供しています。通常、ローカルストレージに現在キャッシュされているレシートがない場合に使用されます: SKReceiptRefreshRequest

この方法にはパスワードが必要だということに気を付けてください。

このメソッドは、Unity IAP によって以下のように利用できます。

/// <summary>
/// OnInitialized の IStoreListener 実装
/// </summary>
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
    extensions.GetExtension<IAppleExtensions> ().RefreshAppReceipt (receipt => {
        // リクエストが成功したら、このハンドラーが呼び出されます
        // レシートは最新のアプリレシート
        Console.WriteLine(receipt);
    },
    () => {
        // リクエストが失敗したら、このハンドラーが呼び出されます。
        // 例えば、ネットワークが使用不可であったり、
        // ユーザーが誤ったパスワードを入力した場合など。
    });
}

Ask to Buy

iOS 8 introduced a new parental control feature called Ask to Buy.

Ask to Buy purchases defer for parent approval. When this occurs, Unity IAP sends your app a notification as follows:

/// This is called when Unity IAP has finished initialising.
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
    extensions.GetExtension<IAppleExtensions>().RegisterPurchaseDeferredListener(product => {
        Console.WriteLine(product.definition.id);
    });
}

Enable “Ask-to-Buy” simulation in the Sandbox App Store

The sample class below demonstrates how to access IAppleExtensions in order to enable Ask-to-Buy simulation in the Sandbox App Store:

using UnityEngine;
using UnityEngine.Purchasing;

public class AppleSimulateAskToBuy : MonoBehaviour {
    public void SetSimulateAskToBuy(bool shouldSimulateAskToBuy) {
        if (Application.platform == RuntimePlatform.IPhonePlayer) {
            IAppleExtensions extensions = IAPButton.IAPButtonStoreManager.Instance.ExtensionProvider.GetExtension<IAppleExtensions>();
            extensions.simulateAskToBuy = shouldSimulateAskToBuy;
        }
    }
}

When the purchase is approved or rejected, your store’s normal ProcessPurchase or OnPurchaseFailed listener methods are invoked.

Transaction Receipts

Sometimes consumable Ask to Buy purchases don’t show up in the App Receipt, in which case you cannot validate them using that receipt. However, iOS provides a Transaction Receipt that contains all purchases, including Ask to Buy. Access the most recent Transaction Receipt string for a given Product using IAppleExtensions.

Note: Transaction Receipts are not available for Mac builds. Requesting a Transaction Receipt on a Mac build results in an empty string.

#if UNITY_PURCHASING

using System;
using UnityEngine;
using UnityEngine.Purchasing;

public class AskToBuy : MonoBehaviour, IStoreListener
{
    // Unity IAP objects
    private IStoreController m_Controller;
    private IAppleExtensions m_AppleExtensions;

    public AskToBuy ()
    {
        var builder = ConfigurationBuilder.Instance (StandardPurchasingModule.Instance ());
        builder.AddProduct ("100_gold_coins", ProductType.Consumable, new IDs {
            { "100_gold_coins_google", GooglePlay.Name },
            { "100_gold_coins_mac", MacAppStore.Name }
        });

        UnityPurchasing.Initialize (this, builder);
    }

    /// <summary>
    /// This will be called when Unity IAP has finished initialising.
    /// </summary>
    public void OnInitialized (IStoreController controller, IExtensionProvider extensions)
    {
        m_Controller = controller;
        m_AppleExtensions = extensions.GetExtension<IAppleExtensions> ();

        // On Apple platforms we need to handle deferred purchases caused by Apple's Ask to Buy feature.
        // On non-Apple platforms this will have no effect; OnDeferred will never be called.
        m_AppleExtensions.RegisterPurchaseDeferredListener (OnDeferred);
    }

    /// <summary>
    /// This will be called when a purchase completes.
    /// </summary>
    public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e)
    {
        if (Application.platform == RuntimePlatform.IPhonePlayer ||
            Application.platform == RuntimePlatform.tvOS) {
            string transactionReceipt = m_AppleExtensions.GetTransactionReceiptForProduct (e.purchasedProduct);
            Console.WriteLine (transactionReceipt);
            // Send transaction receipt to server for validation
        }
        return PurchaseProcessingResult.Complete;
    }

    /// <summary>
    /// Called when Unity IAP encounters an unrecoverable initialization error.
    ///
    /// Note that this will not be called if Internet is unavailable; Unity IAP
    /// will attempt initialization until it becomes available.
    /// </summary>
    public void OnInitializeFailed (InitializationFailureReason error)
    {
    }

    /// <summary>
    /// Called when a purchase fails.
    /// </summary>
    public void OnPurchaseFailed (Product i, PurchaseFailureReason p)
    {
    }

    /// <summary>
    /// iOS Specific.
    /// This is called as part of Apple's 'Ask to buy' functionality,
    /// when a purchase is requested by a minor and referred to a parent
    /// for approval.
    ///
    /// When the purchase is approved or rejected, the normal purchase events
    /// will fire.
    /// </summary>
    /// <param name="item">Item.</param>
    private void OnDeferred (Product item)
    {
        Debug.Log ("Purchase deferred: " + item.definition.id);
    }
}

#endif // UNITY_PURCHASING

Unlike App Receipts, you cannot validate Transaction Receipts locally. Instead, you must send the receipt string to a remote server for validation. If you already use a remote server to validate App Receipts, send Transaction Receipts to the same Apple endpoint, to receive a JSON response.

Example JSON response:

{
    "receipt": {
        "original_purchase_date_pst": "2017-11-15 15:25:20 America/Los_Angeles",
        "purchase_date_ms": "1510788320209",
        "unique_identifier": "0ea7808637555b2c633eb07aa1cb0894c821a6f9",
        "original_transaction_id": "1000000352597239",
        "bvrs": "0",
        "transaction_id": "1000000352597239",
        "quantity": "1",
        "unique_vendor_identifier": "01B57C2E-9E91-42FF-9B0D-4983175D6694",
        "item_id": "1141751870",
        "original_purchase_date": "2017-11-15 23:25:20 Etc/GMT",
        "product_id": "100.gold.coins",
        "purchase_date": "2017-11-15 23:25:20 Etc/GMT",
        "is_trial_period": "false",
        "purchase_date_pst": "2017-11-15 15:25:20 America/Los_Angeles",
        "bid": "com.unity3d.unityiap.demo",
        "original_purchase_date_ms": "1510788320209"
    },
    "status": 0
}

Intercepting Apple promotional purchases

Apple allows you to promote in-game purchases through your app’s product page. Unlike conventional in-app purchases, Apple promotional purchases initiate directly from the App Store on iOS and tvOS. The App Store then launches your app to complete the transaction, or prompts the user to download the app if it isn’t installed.

The IAppleConfiguration SetApplePromotionalPurchaseInterceptor callback method intercepts Apple promotional purchases. Use this callback to present parental gates, send analytics events, or perform other functions before sending the purchase to Apple. The callback uses the Product that the user attempted to purchase. You must call IAppleExtensions.ContinuePromotionalPurchases() to continue with the promotional purchase. This will initiate any queued-up payments.

If you do not set the callback, promotional purchases go through immediately and call ProcessPurchase with the result.

Note: Calling these APIs on other platforms has no effect.

private IAppleExtensions m_AppleExtensions;

public void Awake() {
    var module = StandardPurchasingModule.Instance();
    var builder = ConfigurationBuilder.Instance(module);
        // On iOS and tvOS we can intercept promotional purchases that come directly from
        // the App Store.
        // On other platforms this will have no effect; OnPromotionalPurchase will never be
        // called.
    builder.Configure<IAppleConfiguration>().
     SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);
    Debug.Log("Setting Apple promotional purchase interceptor callback");
}

public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {
    m_AppleExtensions = extensions.GetExtension<IAppleExtensions>();
    foreach (var item in controller.products.all) {
        if (item.availableToPurchase) {
            // Set all these products to be visible in the user's App Store
            m_AppleExtensions.SetStorePromotionVisibility(item, AppleStorePromotionVisibility.Show);
        }
    }
}

private void OnPromotionalPurchase(Product item) {
    Debug.Log("Attempted promotional purchase: " + item.definition.id);
    // Promotional purchase has been detected.
    // Handle this event by, e.g. presenting a parental gate.
    // Here, for demonstration purposes only, we will wait five seconds before continuing
    // the purchase.
    StartCoroutine(ContinuePromotionalPurchases());
}

private IEnumerator ContinuePromotionalPurchases() {
    Debug.Log("Continuing promotional purchases in 5 seconds");
    yield return new WaitForSeconds(5);
    Debug.Log("Continuing promotional purchases now");
    m_AppleExtensions.ContinuePromotionalPurchases (); // iOS and tvOS only
}

テスト

Apple ストアでテストをするには ITunes Connect でテストアカウントを作成し、そのテストアカウントで iTunes に接続しなければいけません。

Sign out of the App Store on the iOS device or laptop, launch your application and you will be prompted to log in when you attempt either a purchase or to restore transactions.

If you receive an initialization failure with a reason of NoProductsAvailable, follow this checklist:

  • iTunes Connect で作成したプロダクト ID が Unity IAP のプロダクト ID と一致しているかどうか。
  • アプリ内課金の設定が iTunes Connect で有効になっているかどうか。
  • プロダクトが iTunes Connect で販売可能な状態になっているかどうか。
  • iTunes Connect で作成したプロダクトが購入可能になるまで数時間かかることがあります。
  • iTunes Connect の最新のデベロッパー契約に同意して、有効な振込先の情報を記入しているかどうか。

Mac App Store

When building a desktop Mac build you must select Mac App Store validation within Unity’s build settings.

Once you have built your App, you must update its info.plist file with your bundle identifier and version strings. Right click on the .app file and click show package contents, locate the info.plist file and update the CFBundleIdentifier string to your application’s bundle identifier.

そして署名をした後に、パッケージとアプリをインストールします。そのための操作は Mac OSX 上のターミナルで行います。

codesign -f --deep -s "3rd Party Mac Developer Application: " your.app/Contents/Plugins/unitypurchasing.bundle
codesign -f --deep -s "3rd Party Mac Developer Application: " your.app
productbuild --component your.app /Applications --sign "3rd Party Mac Developer Installer: " your.pkgstaller: " your.pkg`

バンドルに署名するには、Contents.meta ファイルが存在する場合、まずこれを削除する必要があります。 your.app/Contents/Plugins/unitypurchasing.bundle/Contents.meta

正しくパッケージをインストールするには、パッケージ化していない .app ファイルを削除しておく必要があります。

そして、アプリケーション フォルダーからアプリを起動します。初回は iTunes アカウントの詳細を入力するよう求められるので、iTunes Connect で作成したテストアカウントでログインします。これでテストアカウントがサンドボックス環境で課金を行うことができます。


  • 2018–05–30 編集レビュー を行ってパブリッシュされたページ
  • Ask to Buy, Transaction Receipts, and Intercepting Receipts added in 2017.3 NewIn20173
Android アプリ内課金 (IAP) ストアにおける、ストア間を横断してプロダクトをインストールする場合の問題
ユニバーサル Windows プラットフォーム