Unity Analytics allows you to monitor your in-game revenue from monetization. By implementing receipt verification you’ll quickly see legitimate or fraudulent transactions.
Unity Analytics provides the Analytics.Transaction method for tracking monetization events through in-app purchases. This method should be called every time a player triggers a monetization event. The Analytics.Transaction method requires a price parameter, a currency and an optional Apple iTunes / Google Play receipt string.
// Reference the Unity Analytics namespace using UnityEngine.Analytics; // Use this call for each and every place that a player triggers a monetization event Analytics.Transaction(string productId, decimal price, string currency, string receipt, string signature);
|Analytics.Transaction Input Parameters|
|productId||string||The id of the purchased item.|
|price||decimal||The price of the item.|
|currency||string||Abbreviation of the currency used for the transaction. For example “USD” (United States Dollars). See here for a standardized list of currency abbreviations.|
|receipt||string||Receipt data (iOS) or receipt ID (Android) for in-app purchases to verify purchases with Apple iTunes or Google play. Use null in the absence of receipts. For more details see Receipt Verification.|
|signature||string||Android receipt signature. If using native Android use the INAPP_DATA_SIGNATURE string containing the signature of the purchase data that was signed with the private key of the developer. The data signature uses the RSASSA-PKCS1-v1_5 scheme. Pass in null in the absence of a signature.|
The example below is for a $0.99 transaction in USD without receipt validation.
Analytics.Transaction("12345abcde", 0.99m, "USD", null, null);
To send test Monetization data to our servers and validate your integration, trigger a purchase during Editor Play mode. If integration is successful, your test data will display in the table below.