Just watched your video tutorial, it's very good but leaves me with a couple questions. I see that you could have in-app purchases with real or virtual currencies. What I would like is to know is about having something that can be bought/unlocked with real and virtual currencies, or neither (explanation/examples below)... Like, what if I have a sword in my game that sells for $0.99 or 100 in-game coins, but the player can also unlock it by finding it hidden in the game (I'd still want it to be tracked like an IAP so it shows it as "owned" and can be restored as a purchase). Or, using Crossy Road as an example, you can pay $0.99 for an animal, or win it in the prize machine, or encounter it in-game to unlock. Could this asset be used to track unlockables in this way? These questions apply to consumables as well. Could the player buy 100 coins for $0.99, find them in game, or win them by watching ads, while all being tracked the same?