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Unity Iap - Own Store Implementation

Discussion in 'Unity IAP' started by AntySK, Apr 15, 2019.

  1. AntySK

    AntySK

    Joined:
    Aug 30, 2013
    Posts:
    33
    Hello,
    Is there any example of implementation own store for Unity IAP Demo ? I found only few examples of code in documentation, but I am still a little confused.



    Thank you
     
  2. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Can you elaborate what you are trying to do? Creating your own store and accepting and processing credit cards and handling fraudulent purchase attempts is a lot of work. And without a lot of volume, many if not most users will be reluctant to enter their credit card details for an unknown store. The documentation is here: https://docs.unity3d.com/Manual/UnityIAPImplementingAStore.html
     
  3. AntySK

    AntySK

    Joined:
    Aug 30, 2013
    Posts:
    33
    It is for my website. Users will use credits, not real money.

    I created the store interface by this - https://docs.unity3d.com/Manual/UnityIAPImplementingAStore.html
    then custom module by this - https://docs.unity3d.com/Manual/UnityIAPModuleRegistration.html

    But how can I actually use module alongside with default modules ?

    If found I should call:
    Code (CSharp):
    1. ConfigurationBuilder.Instance (MyCustomModule.Instance(), StandardPurchasingModule.Instance ());
    I would like to ask where can I find the example of MyCustomModule.Instance() ?
     
  4. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    The documentation you pointed to already has the example. An instance is just one of many of an entity. Like:

    GameObject myNewGameObject = new GameObject();

    I haven't tested for the custom module instance. What are you exchanging for game credits?