Incredible video as a Software Lead i would like to say seeing these good tutorials making me happy because people uploading bunch of nonsense stufff most of the time Keep it up buddy !!
@@calvinms7503 Hi, Thanks for watching, It looks like there is some problem with json utility , can you send me the line of code where it points the error. or you can give it a read if you like From Json: docs.unity3d.com/ScriptReference/JsonUtility.FromJson.html To Json: docs.unity3d.com/ScriptReference/JsonUtility.ToJson.html
I have not get the email from Play Console for downloading di APK, so I made the APK by my self, there should not be a difference, right? When buying, I got an error: The version of the application is not configured for billing through Google Play.
@@calvinms7503 If you have created the IAP products in the google play server, then everything is perfect. You can simply load the apk into your phone. And about this error: I also got this error few days back when i was running my apk in someone else phone but in my phone it worked perfectly , so you can try running your apk in different device. According to me i think you have done everything correctly.
@@Coco-3DPlease, its possible make like time limited daily purchase? Examples, like player want double his score in game 2x for 24hours. ? So he just click on the purchase icon, just pay like 0,10USD and this will be runing like 24hr?
@@maxbiagi3091 From what i understand is you want to double the player score for 24 hours after 0.10USD payment. In that case all you have to do is create a subscription item(1 day Time period), and if player is subscribed then his score will be doubled and when subscription is expired just put it back to orignal value.
@@maxbiagi3091 Ya i do clients work, you can contact me on discord and send me your requirement in personal chat. discord.gg/fpEknVm9rP or you can email me at thecoco3d@gmail.com
This is the most comprehensive video on IAP I have found, thank you! I am wondering though how you were able to use a "test card" at 24:30. I'd rather not spend real money just for testing XD
you are a god! only tutorial that worked here haha although you didn't show some parts in the video, especially in the inspector what to fill in the data, payload and payloaddata part, so I just removed these parts from my code, but it worked for me haha thanks anyway! !!!
I thoroughly enjoyed your in-app purchase video; it was incredibly helpful! I'm reaching out again for further assistance, this time specifically regarding server-side verification using the Google Play Developer API. Essentially, I need to validate receipts for in-app purchases made within the Google Play Store within my Unity game. This includes verifying consumable, non-consumable, and monthly subscription purchases, alongside the ability to detect refunded purchases Thank you for your time.
Hi, Thanks for becoming a member ❤, But unfortunatly i haven't implemented server side verification yet in any of my games. And due to lack of knowledge in that area i would not be able to help you right now, But thanks for your support.❤
Hello thank you for instruction i have a question,In app purcahse works properly on unity editor but when i build it and test it on android phone when i click on the buttons to purchase, nothing happens and plus i had a remove ads purchase that was working properly before but now when i click on it in android phone, it says this version of app is not configured for billing through google play, how can i solve this problem?
I think you have done everything correctly, just try to run your app in different android devices or upload your app in google play server and download it from there. I hope it helps.
Recently Google asks to update to Google Play Billing 6.0. I only see version 3 unity package online or version 4 for this in app purchase library. Where to get google play billing 6.0 for unity?
Greetings Bro, the same thing will work while uploading on play store with codeless IAP....In short, there is a difference in with code or without code while uploading on play store or not
Thanks for walking us through this. Quick question, does my google play console subscription apply to every version I upload under that same project or do I need to create a new one each time I upload a new version/track to google console?
@@flurinjenal374 1.For the base plan id , you can name it anything you like. 2. The Subscription product ID set in Unity need to match the Subscription ID in the Google play not the Base Plan ID.
Hm, everything works with the fake store but as soon as I test the final build, it throws a warning: "Unavailable product" with a reference to the ID which I set. I named the subscription ID as well as the base plan ID the same. What could the problem be? I use the IAP catalogue in Unity.
Hi, thanks for the video, One question if in some case payment is deducted but coins are not added to user account because in some case if after payment done user internet commection lose or app crash or any reason how we can give user the coins how to check last purchase?
i have a question i mean prduct id must match the one in gg play and is it important to do liscence in unity or not ?? how google call the product id in console and in the game
Great stuff. Quick question; how do u get the prices displayed in Unity to change value and currency based on the buyer's location? Is there a syntax for this?
@@Coco-3D How do u use the function? I just get errors about the object reference not being set when I apply it to my product like this: ncProductText.text = ReturnLocalizedPrice(ncItem.price); Would much prefer to see this put into practice. In a future video, perhaps?
@@Coco-3D I found a different code in a forum which appears to possibly work. In the Unity builder, all my prices show up as $0.01 (which I'm hearing is how it's supposed to be?). Weird thing is, when I run the same version in internal testing, the prices show up as the original text I input in Unity before I added the local price code (in US dollars, even though I'm not in the US). Is this normal for Internal testing? Do the local prices only appear properly when u upload a closed testing build?
@@siegfriedc2332 Localized price does not work in unity editor (it gives $0.01), but it works in testing. Maybe you have to make your game live in production and after that it will work in testing (not sure just a guess)
Use this and it will work on IAP 4.10 = using UnityEngine; using UnityEngine.Purchasing; using UnityEngine.Purchasing.Extension; using UnityEngine.UI; using System; using System.Collections; using System.Collections.Generic; using System.Numerics;
Didn't work for me. Keep getting this error - Object reference not set to an instance of an object ShopScript.Consumable_Btn_Pressed () I have it as on button press load ShopScript object Consumable, so any ideas why I am getting this error?
hi i want to know about it too, i just do the same for my game water sort puzzle just added inapp purchase for non consumeable ads for forever, now the question is about when i uninstall the game and again install on no ads button click you have already own this item even ads are again start showing in my app. even if i install my game on any other device with same account i purchased inapp i got same answer already own this item and ads are showing how can i handle this. my script is
Have you called the "checkNonConsumable" function which check that you have the product receipt or not. I have tested that function for no ads and it work perfectly.
Do we have to fill in data, payload, payload data in the editor? Also, I get an error says that "ArgumentException: JSON parse error: Invalid value.". There are variables called Json and Signature. Is the error about these variables. They are empty right now. Please, help me.
You don't need to fill data in any of the payload class, And about the error do not pass the empty variables it will throw excetion while parsing Json.
Did you make anything like trade licences for enable in app purchases in your app? If i have a playconsloe account can i Access in app purchases like this video? Or i have to do anything else?
Actually that step is only needed to show your sales through IAP in unity's dashboard. And even if you leave it blank IAP will work properly. But if you want it, you can try these steps 1.Directly fill your license key in unity dashboard 2.Try restarting unity. 3.Leave it blank and try to fill key after some time.
I see that the coin count saves after being bought without any receipt check, is that normal? I want my game to have coins as a consumable item, and I won't implement it now, but I will later. I'm just curious how the coins save without checking the receipt.
I have a question, for example, If I make a purchase button for remove ads, or unlock more content, how does the state save for removing ads and unlocking more content? for example if user made the purchase and they uninstall the app from the phone and install back again, will the remove ads or, unlock more content considered purchase by the user and they don't have to buy again?
Hi! I am confusing about one thing. The money that is Revenue from in app purchases goes to your unity account (the same as your revenue for unity ads for example) o goes to a google account?
Hello. Nice tutorial. A question. if the user asks for the money back (and according to our policy, if they haven't used the purchased item within 14 days, we return the money and delete the purchased item), where do I give them the refund? Is there a button found on Stripe but on Google play (or unity - I'm not sure which account the money ends up in)?
I think It's automatically managed by Google Play Store. Within 48 Hours if someone wants refund then they can apply through Google Play. Check this: support.google.com/googleplay/answer/2479637?hl=en#:~:text=Request%20a%20refund%20for%20recent%20purchases
Implement a server-side validation of purchase receipts to prevent tampering and ensure consistency across devices please using unity or google please.
Exactly what I was after, really useful. For some reason I got charged the in app fee.. I'm on the internal testing track, maybe I missed a step to set up a test payment? Anyways, it proved it worked although I am nervous to test it again :)
Awesome. Bro, I can make offline games only but don’t have enough knowledge. If I want to become a progrmmer like you speacially on Unity, how should I start learning? Do you assist me the path way?
Now I managed to get the consumables working, but the subscription not yet. If I buy the subscription in the build / internal testing, it throws the exception: "ProductUnavailable", although the product seems correctly initialized. Any ideas?
@@Coco-3D Hi and thank you for your reply! There was not much more than the "ProductUnavailable" statement in the console. I found that it didn't catch my subscription product in the Play Console. I had to name the base plan ID differently to the subscription ID in Play Console (previously I used the same ID), then it worked. So far it looks good!
hai, nice tutorial. i have a problem about subscribe system when I uploaded my game in google console closed testing, after the subscribe is over (that is 3 month but turn to 10 minutes) the value that I set true when user have subscribe its not turn to false, any suggest? I really appreciate it. thank you
Hi, For that i have created a "CheckSubscription" function in my script that checks the subscription is currently active or not. That worked for me when i tested it in internal testing.
Hi Your Welcome, Yes Unity does support Multiple Quantity, In the end part of the video, I have shown that. BTW where are you seeing that greyed out option in Play Console?
There was no explanation of which object was placed in the 'Non Consumable'' part of the ''ADS Purshaising Windons and Ads Banner'' fill boxes in the ShopScript Object. The first would be a regular Ui button and the other would be an empty game Object? As the example scene was not downloaded to find out, it is difficult for laypeople.
good tutorial! and it's made recently. But when i copy and paste license key into Services/In-App-Purchasing and clicked the button, Unity says 'You are not authorized to set the license key'. Can you help me?? I'm using Unity 2022.3.4f version and 4.9.3 in app purchase package
Thanks , Actually that step is only needed to show your sales through IAP in unity's dashboard. And even if you leave it blank IAP will work properly. But if you want it, you can try these steps 1.Directly fill your license key in unity dashboard 2.Try restarting unity. 3.Leave it blank and try to fill key after some time. good luck!!
IAP automatically restore product's for Google Play and Universal Windows Applications during the first initialisation. For IOS, We have to create a dedicated button for that.
My Project was also in Landscape mode, the only thing i did is, I changed my device orientation in "Resolution&Presentation" inside other settings. And it worked. You can try to do exactly same as i did.
As a new channel, you are doing incredible! I wish you good fortune and never stop making high-quality content :)
Thank you soo much , It means a lot to me.❤
Incredible video as a Software Lead i would like to say seeing these good tutorials making me happy because people uploading bunch of nonsense stufff most of the time Keep it up buddy !!
I am in a strict deadline. I hope investing 30 mins of time in this video worth it! Godspeed
ArgumentException: JSON parse error: Invalid value.
UnityEngine.JsonUtility.FromJson (System.String json, System.Type type) (at :0)
UnityEngine.JsonUtility.FromJson[T] (System.String json) (at :0)
@@calvinms7503 Hi, Thanks for watching, It looks like there is some problem with json utility , can you send me the line of code where it points the error.
or
you can give it a read if you like
From Json: docs.unity3d.com/ScriptReference/JsonUtility.FromJson.html
To Json: docs.unity3d.com/ScriptReference/JsonUtility.ToJson.html
I have not get the email from Play Console for downloading di APK, so I made the APK by my self, there should not be a difference, right?
When buying, I got an error: The version of the application is not configured for billing through Google Play.
@@calvinms7503 If you have created the IAP products in the google play server, then everything is perfect. You can simply load the apk into your phone.
And about this error: I also got this error few days back when i was running my apk in someone else phone but in my phone it worked perfectly , so you can try running your apk in different device. According to me i think you have done everything correctly.
Update: It is working :D Thank youuuuuu
The best Unity IAP video on youtube!
Thank you so much.
WOW Nice tuto. Many thanks for it. It helped me a lot man. Really great job.
Thankyou so much for watching.
I have a question for you. This code will work on ios with a correct app store configuration?. Thank again.@@Coco-3D
There will always be an Indian who knows how to do anything you need. Thanks so much!
Haha, Thanks for Watching.
@@Coco-3DPlease, its possible make like time limited daily purchase? Examples, like player want double his score in game 2x for 24hours. ? So he just click on the purchase icon, just pay like 0,10USD and this will be runing like 24hr?
@@maxbiagi3091 From what i understand is you want to double the player score for 24 hours after 0.10USD payment.
In that case all you have to do is create a subscription item(1 day Time period), and if player is subscribed then his score will be doubled and when subscription is expired just put it back to orignal value.
@@Coco-3D Ok thank you ♥️. You programing also for order? Some contact to you?
@@maxbiagi3091 Ya i do clients work, you can contact me on discord and send me your requirement in personal chat.
discord.gg/fpEknVm9rP
or
you can email me at
thecoco3d@gmail.com
Great video, have tried 3 other tutorials and yours is by far the best
Subbed! Best tutorial.
Thanks ❤
This is the most comprehensive video on IAP I have found, thank you! I am wondering though how you were able to use a "test card" at 24:30. I'd rather not spend real money just for testing XD
Great work man i really like your effort hope your channel will finds its good fortune.👌👌
Thanks a lot! Your support means the world to me. I'll keep working hard. 😊🙌
Amazing video , completed all aspects. Specially the subscription.❤❤
Thanks
Did you manage to get the subscription working?
@@flurinjenal374 Yes
Best IAP tutorial u ever watch thank you
Thanks for watching☺.
Great video indeed ❤
usually i got bored with the long videos but i followed the whole video...❤
Thanks for watching
Thanks an easy way to implement the IAP for the beginers
that awsome bro it really really help full and detailed view on how to add unity purchasing system thank you fofr your effeorts
Great work man, you helped me solve my biggest issues. Wish you lots of success.
Thanks a lot 😇
Yes, it is a useful Unity in-app purchase tutorial. Thanks...
Loved it ❤❤❤, best video.
Thank you so much
i really love your videos and often recommend to friends
great work man you are incredible. Wish you lots of success. thank you very much! Subscribed.
Thankyou soo much☺
Perfect tutorial, thank you very much! Subscribed.
Thanks for watching
you are a god! only tutorial that worked here haha although you didn't show some parts in the video, especially in the inspector what to fill in the data, payload and payloaddata part, so I just removed these parts from my code, but it worked for me haha thanks anyway! !!!
Thank you for a great content, really clarified everything
Thank you so much.☺
Good tutorial!! Thank you :)
So useful and supper clear video tutorial
very straightforward. i like that.
Awesome tutorial! Thanks a lot!
Do you do your own editing? This is great. Love it.
Great Channel.
Great job. I wish you continued success.
Best video for IAP in unity
Thank you 😍
Amazing, Thanks
best youtuber ever!
Thank you! This is perfect manual!
Superb video
I thoroughly enjoyed your in-app purchase video; it was incredibly helpful! I'm reaching out again for further assistance, this time specifically regarding server-side verification using the Google Play Developer API. Essentially, I need to validate receipts for in-app purchases made within the Google Play Store within my Unity game. This includes verifying consumable, non-consumable, and monthly subscription purchases, alongside the ability to detect refunded purchases Thank you for your time.
Hi, Thanks for becoming a member ❤, But unfortunatly i haven't implemented server side verification yet in any of my games. And due to lack of knowledge in that area i would not be able to help you right now, But thanks for your support.❤
clear instruction, thanks!
Keep going buddy🎉
Thanks bro😇
Amazing video😊😊.
Thank you so much!!
Perfect tutorial!
Do you also need to implement a way to unsubscribe from within the app itself? Or is that handled via Play Store?
Thank you sir!
Hello thank you for instruction i have a question,In app purcahse works properly on unity editor but when i build it and test it on android phone when i click on the buttons to purchase, nothing happens and plus i had a remove ads purchase that was working properly before but now when i click on it in android phone, it says this version of app is not configured for billing through google play, how can i solve this problem?
I think you have done everything correctly, just try to run your app in different android devices or upload your app in google play server and download it from there.
I hope it helps.
if u couldn't do this maybe you are using the .Net framework. , You should change it to 2.1 version
Hi, can i use firebase to store the purchased items or subscriptions?
Yes, offcourse you can 😇
Recently Google asks to update to Google Play Billing 6.0. I only see version 3 unity package online or version 4 for this in app purchase library. Where to get google play billing 6.0 for unity?
Greetings Bro, the same thing will work while uploading on play store with codeless IAP....In short, there is a difference in with code or without code while uploading on play store or not
Amazing tutorial, thanks for the video.
Thanks, Your Welcome😀
Thanks for walking us through this. Quick question, does my google play console subscription apply to every version I upload under that same project or do I need to create a new one each time I upload a new version/track to google console?
At 22:40: Where does the base plan ID come from? Do I need to set it in Unity somewhere or can I name it anyhow?
Does the product ID set in Unity need to match the ID of the subscription in Google Play or match the ID of the base plan in Google play?
@@flurinjenal374 1.For the base plan id , you can name it anything you like.
2. The Subscription product ID set in Unity need to match the Subscription ID in the Google play not the Base Plan ID.
@@Coco-3D Ok, thanks! I will test right now.
Hm, everything works with the fake store but as soon as I test the final build, it throws a warning: "Unavailable product" with a reference to the ID which I set. I named the subscription ID as well as the base plan ID the same. What could the problem be? I use the IAP catalogue in Unity.
Hi, thanks for the video, One question if in some case payment is deducted but coins are not added to user account because in some case if after payment done user internet commection lose or app crash or any reason how we can give user the coins how to check last purchase?
Thanks!!
You're welcome☺
i have a question i mean prduct id must match the one in gg play and is it important to do liscence in unity or not ?? how google call the product id in console and in the game
I need to upgrade Play Billing Library to version 5, because my version is 4.0.0, so icant upload my app to google play console, what i must to do?
給自己的筆記
5:40 開始設定專案
8:15 基本開始程式撰寫
16:50 新增付費檢查機制
20:24 google平台設置商品
Amazing tutorial, thanks
Thanks for watching !
Great stuff. Quick question; how do u get the prices displayed in Unity to change value and currency based on the buyer's location? Is there a syntax for this?
Please check out the video description i have added a method for that, i hope it helps ☺
@@Coco-3D How do u use the function? I just get errors about the object reference not being set when I apply it to my product like this:
ncProductText.text = ReturnLocalizedPrice(ncItem.price);
Would much prefer to see this put into practice. In a future video, perhaps?
@@siegfriedc2332 Can you try this code
ncProductText.text = ReturnLocalizedPrice(ncItem.id);
@@Coco-3D I found a different code in a forum which appears to possibly work. In the Unity builder, all my prices show up as $0.01 (which I'm hearing is how it's supposed to be?).
Weird thing is, when I run the same version in internal testing, the prices show up as the original text I input in Unity before I added the local price code (in US dollars, even though I'm not in the US). Is this normal for Internal testing? Do the local prices only appear properly when u upload a closed testing build?
@@siegfriedc2332 Localized price does not work in unity editor (it gives $0.01), but it works in testing.
Maybe you have to make your game live in production and after that it will work in testing (not sure just a guess)
Use this and it will work on IAP 4.10 =
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Extension;
using UnityEngine.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Numerics;
I was struggling on this... You saved me, thank you very much 🙏😄
Hi i have question when i upload the apk of my game in google play console does it publish to user already or we can set it as testing first?
Didn't work for me. Keep getting this error - Object reference not set to an instance of an object ShopScript.Consumable_Btn_Pressed () I have it as on button press load ShopScript object Consumable, so any ideas why I am getting this error?
hi i want to know about it too,
i just do the same for my game water sort puzzle just added inapp purchase for non consumeable ads for forever,
now the question is about
when i uninstall the game and again install on no ads button click you have already own this item even ads are again start showing in my app.
even if i install my game on any other device with same account i purchased inapp i got same answer already own this item and ads are showing
how can i handle this.
my script is
Have you called the "checkNonConsumable" function which check that you have the product receipt or not.
I have tested that function for no ads and it work perfectly.
Do we have to fill in data, payload, payload data in the editor? Also, I get an error says that "ArgumentException: JSON parse error: Invalid value.". There are variables called Json and Signature. Is the error about these variables. They are empty right now. Please, help me.
You don't need to fill data in any of the payload class, And about the error do not pass the empty variables it will throw excetion while parsing Json.
Did you make anything like trade licences for enable in app purchases in your app? If i have a playconsloe account can i Access in app purchases like this video? Or i have to do anything else?
Yes you can access in app purchas from play console , no trade licences is needed.
@@Coco-3D I live in Asia continent. So I'm a bit confused. Do you live on the continent of Asia?
@@tanvirulabrar1804 Yes, I live in India.
Can you please explain about restore subscription for both android and iOS, really appreciate that
I not find exact working for restoration!
Hi, in my In-App Purchasing configuration, when I input my Google License Key, it's saying "You are not authorizEd to set the license key."
Actually that step is only needed to show your sales through IAP in unity's dashboard. And even if you leave it blank IAP will work properly.
But if you want it, you can try these steps
1.Directly fill your license key in unity dashboard
2.Try restarting unity.
3.Leave it blank and try to fill key after some time.
good luck!!
Do I need to upload new bundle first? Because I cannot create in app products or subscriptions on google console
Yes, you have to upload a bundle that should have IAP package inside it (which will add "Billing permission" to your app)
I see that the coin count saves after being bought without any receipt check, is that normal? I want my game to have coins as a consumable item, and I won't implement it now, but I will later. I'm just curious how the coins save without checking the receipt.
I have a question, for example, If I make a purchase button for remove ads, or unlock more content, how does the state save for removing ads and unlocking more content? for example if user made the purchase and they uninstall the app from the phone and install back again, will the remove ads or, unlock more content considered purchase by the user and they don't have to buy again?
Yes if your remove ads is a Non Consumable purchase then user should not buy it again, and i think this code can handle that after uninstall.
im only getting in app purchasing 4.1.5 version in package manager . not getting later versions. Can someone help
Hello! Where can I add the price for each individual item?
I have a question, does it work if I make a game for a non-mobile computer?
Great work man. I need to use IAP for Amazon Store, what changes do I have to make for this to work with Amazon Store.
Hi! I am confusing about one thing. The money that is Revenue from in app purchases goes to your unity account (the same as your revenue for unity ads for example) o goes to a google account?
It goes to the Google account ☺.
do i need to ingtegrate google play games to use unity IAP ????
The tutorial is amazing, thanks for that ! I have only 1 question, what is skudetails ? Is it necessary ?
quick question, will this code work for in app purchasing with ios?
Hello. Nice tutorial. A question. if the user asks for the money back (and according to our policy, if they haven't used the purchased item within 14 days, we return the money and delete the purchased item), where do I give them the refund? Is there a button found on Stripe but on Google play (or unity - I'm not sure which account the money ends up in)?
I think It's automatically managed by Google Play Store. Within 48 Hours if someone wants refund then they can apply through Google Play.
Check this:
support.google.com/googleplay/answer/2479637?hl=en#:~:text=Request%20a%20refund%20for%20recent%20purchases
Implement a server-side validation of purchase receipts to prevent tampering and ensure consistency across devices please using unity or google please.
Thanks 🎉
Exactly what I was after, really useful. For some reason I got charged the in app fee.. I'm on the internal testing track, maybe I missed a step to set up a test payment?
Anyways, it proved it worked although I am nervous to test it again :)
Anyone knows how to set the test card? I dit it but it requests me a normal card
You need to be in test mode, not production mode, to be able to do this.
Can I use it to set up for ios?
Thank you
If I buy source code on market place, how to set up the IAP?
i am min 8.07 and i have a JSONParseException: if i turn the iap on can u help me
Awesome.
Bro, I can make offline games only but don’t have enough knowledge.
If I want to become a progrmmer like you speacially on Unity, how should I start learning? Do you assist me the path way?
Now I managed to get the consumables working, but the subscription not yet. If I buy the subscription in the build / internal testing, it throws the exception: "ProductUnavailable", although the product seems correctly initialized. Any ideas?
Can you please share the complete error statement.
@@Coco-3D Hi and thank you for your reply! There was not much more than the "ProductUnavailable" statement in the console. I found that it didn't catch my subscription product in the Play Console. I had to name the base plan ID differently to the subscription ID in Play Console (previously I used the same ID), then it worked. So far it looks good!
hai, nice tutorial. i have a problem about subscribe system when I uploaded my game in google console closed testing, after the subscribe is over (that is 3 month but turn to 10 minutes) the value that I set true when user have subscribe its not turn to false, any suggest? I really appreciate it. thank you
Hi, For that i have created a "CheckSubscription" function in my script that checks the subscription is currently active or not. That worked for me when i tested it in internal testing.
Can you create a video about how to work on which subscription offers?
I had a problem with IAP because the payments were being refunded. What could be the issue ?
Hello Coco 3D,
How to Show Item Price on Button?
Hey, thanks for the vid. Is Unity support multi-quantity option? For me this option is greyed out, however, IAP Unity is showing the latest version..
Hi Your Welcome, Yes Unity does support Multiple Quantity, In the end part of the video, I have shown that.
BTW where are you seeing that greyed out option in Play Console?
I am really looking forward to a video about a score leaderboard
Sure i'll make a video on that😇
please reply(can we connect our unity game with other api like 4poch)
Well I am not sure, but if 4poch provide API's, so yes, you can integrate API in unity.
UnityPurchasing.Initialize(this, builder); is absolete.
any ideas to correct? please
Hi , I just updated the code in Github, please check it out.
@@Coco-3D Thanks!
There was no explanation of which object was placed in the 'Non Consumable'' part of the ''ADS Purshaising Windons and Ads Banner'' fill boxes in the ShopScript Object. The first would be a regular Ui button and the other would be an empty game Object?
As the example scene was not downloaded to find out, it is difficult for laypeople.
good tutorial! and it's made recently.
But when i copy and paste license key into Services/In-App-Purchasing and clicked the button, Unity says 'You are not authorized to set the license key'. Can you help me?? I'm using Unity 2022.3.4f version and 4.9.3 in app purchase package
Thanks , Actually that step is only needed to show your sales through IAP in unity's dashboard. And even if you leave it blank IAP will work properly.
But if you want it, you can try these steps
1.Directly fill your license key in unity dashboard
2.Try restarting unity.
3.Leave it blank and try to fill key after some time.
good luck!!
Funciona correctamente sin necesidad de colocar algún identificativo de a qué cuenta debe ir el dinero?
are restores provided by Unity, or should we do it manually ?
IAP automatically restore product's for Google Play and Universal Windows Applications during the first initialisation.
For IOS, We have to create a dedicated button for that.
My game crashes when downloading It on the internal testing
Can you try to run your game with USB , and use Android Logcat so that we can find the cause of error.
Coco
My project is in landscape mode only
Yet, when i click to buy, it opens the IAP in Portrait mode! What's up with that?
My Project was also in Landscape mode, the only thing i did is, I changed my device orientation in "Resolution&Presentation" inside other settings. And it worked. You can try to do exactly same as i did.
i dont know wich is the download link of the apk for the test on my phone