You must provide an implementation of the IStoreListener
interface which Unity IAPAbbreviation of Unity In App Purchase
See in Glossary uses to inform your application of purchase-related events.
Call the UnityPurchasing.Initialize
method to start the initialization process, supplying your listener implementation and configuration.
Note that initialization will not fail if the network is unavailable; Unity IAP will continue attempting to initialize in the background. Initialization will only fail if Unity IAP encounters an unrecoverable problem such as a misconfiguration or IAP being disabled in device settings.
Consequently Unity IAP may take an arbitrary period of time to initialize; indefinitely if the user is in airplane mode. You should design your store accordingly by preventing users from attempting to make purchases if initialization has not completed successfully.
using UnityEngine;
using UnityEngine.Purchasing;
public class MyIAPManager : IStoreListener {
private IStoreController controller;
private IExtensionProvider extensions;
public MyIAPManager () {
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>
/// Called when Unity IAP is ready to make purchases.
/// </summary>
public void OnInitialized (IStoreController controller, IExtensionProvider extensions)
{
this.controller = controller;
this.extensions = extensions;
}
/// <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 completes.
///
/// May be called at any time after OnInitialized().
/// </summary>
public PurchaseProcessingResult ProcessPurchase (PurchaseEventArgs e)
{
return PurchaseProcessingResult.Complete;
}
/// <summary>
/// Called when a purchase fails.
/// </summary>
public void OnPurchaseFailed (Product i, PurchaseFailureReason p)
{
}
}
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