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Best method for In-App Purchase for Windows Store

Discussion in 'Windows' started by axcs, Nov 16, 2016.

  1. axcs

    axcs

    Joined:
    Jan 6, 2015
    Posts:
    17
    I'm trying to implement "In-App Purchase" in my new Unity3D game for Windows Store (UWP -PC|Mobile). But as much as I browse the internet I feel lost and without realizing which method is the best or the easiest and clearest for implement in app purchases.
    Someone for the kindness that I have already implemented can give me some help and some explanations, that is all that is needed to launch the game.

    I apologize, but after going through several pages, and Unity documentation I did not realize how I can implement this for Windows Store. Tuturiais for this platform are very few.
     
  2. tonemcbride

    tonemcbride

    Joined:
    Sep 7, 2010
    Posts:
    1,083
    In the past I've used my own system which used this:

    Code (CSharp):
    1. using Windows.ApplicationModel;
    2. using Windows.ApplicationModel.Store;
    Unfortunately I found out the hard way that it's now a deprecated system and doesn't work on the XBox. I was told by Microsoft to use this instead:

    Code (CSharp):
    1. using Windows.Services;
    2. using Windows.Services.Store;
    There's lots of example code on how that works here: https://msdn.microsoft.com/windows/uwp/monetize/in-app-purchases-and-trials

    On the other hand, IAPs already appear to be supported by Unity using their own system - that should make life a lot easier. Here's the info: https://unity3d.com/learn/tutorials/topics/analytics/integrating-unity-iap-your-game