This page describes how to set In-App Purchase (IAP). Gamebase provides an integrated purchase API to easily link IAP of many stores in a game.
[Caution]
If there is payment-related processing in an external package, the Gamebase payment function may not work properly.
For Android and iOS IAP setting, refer to the below documents.
Purchase of an item can be divided into Purchase Flow, Consume Flow, and Reprocess Flow. It is recommended to implement the Purchase Flow in the following order:
If there's a value on the list of unconsumed purchases, proceed with the Consume Flow in the following order:
[Caution]
To prevent duplicate provision of an item, always check whether the item is being provided in duplicate in the game server.
Request a purchase by using the gamebaseProductId of the item to purchase.
The gamebaseProductId is generally the same as the ID of item registered at the store, but it can be changed in the Gamebase console.
Additional information entered in the payload field is maintained at the PurchasableReceipt.payload field after a successful payment, so it can be used for many purposes.
[Caution]
The AMAZON store does not support the payload field.
When a game user cancels purchase, the PURCHASE_USER_CANCELED error is returned. Please process cancellation.
API
Supported Platforms ■ UNITY_IOS ■ UNITY_ANDROID
static void RequestPurchase(string gamebaseProductId, GamebaseCallback.GamebaseDelegate<GamebaseResponse.Purchase.PurchasableReceipt> callback)
static void RequestPurchase(string gamebaseProductId, string payload, GamebaseCallback.GamebaseDelegate<GamebaseResponse.Purchase.PurchasableReceipt> callback)
Example
public void RequestPurchase(string gamebaseProductId)
{
Gamebase.Purchase.RequestPurchase(gamebaseProductId, (purchasableReceipt, error) =>
{
if (Gamebase.IsSuccess(error))
{
Debug.Log("Purchase succeeded.");
}
else
{
if (error.code == (int)GamebaseErrorCode.PURCHASE_USER_CANCELED)
{
Debug.Log("User canceled purchase.");
}
else
{
Debug.Log(string.Format("Purchase failed. error is {0}", error));
}
}
});
}
public void RequestPurchase(string gamebaseProductId)
{
string userPayload = "{\"description\":\"This is example\",\"channelId\":\"delta\",\"characterId\":\"abc\"}";
Gamebase.Purchase.RequestPurchase(gamebaseProductId, userPayload, (purchasableReceipt, error) =>
{
if (Gamebase.IsSuccess(error))
{
Debug.Log("Purchase succeeded.");
// userPayload value entered when calling API
string payload = purchasableReceipt.payload
}
else
{
if (error.code == (int)GamebaseErrorCode.PURCHASE_USER_CANCELED)
{
Debug.Log("User canceled purchase.");
}
else
{
Debug.Log(string.Format("Purchase failed. error is {0}", error));
}
}
});
}
VO
public class PurchasableReceipt
{
/// <summary>
/// The product ID of a purchased item.
/// </summary>
public string gamebaseProductId;
/// <summary>
/// An identifier for Legacy API that purchases products with itemSeq.
/// </summary>
public long itemSeq;
/// <summary>
/// The price of purchased product.
/// </summary>
public float price;
/// <summary>
/// Currency code.
/// </summary>
public string currency;
/// <summary>
/// Payment identifier.
/// This is an important piece of information used to call 'Consume' server API with purchaseToken.
///
/// Caution: Call Consume API from game server!
/// <para/><see href="https://docs.toast.com/en/Game/Gamebase/en/api-guide/#purchase-iap">Consume API</see>
/// </summary>
public string paymentSeq;
/// <summary>
/// Payment identifier.
/// This is an important piece of information used to call 'Consume' server API with paymentSeq.
/// In Consume API, the parameter must be named 'accessToken' to be passed.
///
/// Caution: Call Consume API from game server!
/// <para/><see href="https://docs.toast.com/en/Game/Gamebase/en/api-guide/#purchase-iap">Consume API</see>
/// </summary>
public string purchaseToken;
/// <summary>
/// The product ID that is registered to store console such as Google or Apple.
/// </summary>
public string marketItemId;
/// <summary>
/// The product type which can have the following values:
/// * UNKNOWN: An unknown type. Either update Gamebase SDK or contact Gamebase Customer Center.
/// * CONSUMABLE: A consumable product.
/// * AUTO_RENEWABLE: A subscription product.
/// * CONSUMABLE_AUTO_RENEWABLE: This 'consumable subscription product' is used when providing a subscribed user a subscription product that can be consumed periodically.
/// <para/><see cref="GamebasePurchase.ProductType"/>
/// </summary>
public string productType;
/// <summary>
/// This is a user ID with which a product is purchased.
/// If a user logs in with a user ID that is not used to purchase a product, the user cannot obtain the product they purchased.
/// </summary>
public string userId;
/// <summary>
/// The payment identifier of a store.
/// </summary>
public string paymentId;
/// <summary>
/// paymentId is changed whenever product subscription is renewed.
/// This field shows the paymentId that was used when a subscription product was first purchased.
/// This value does not guarantee to be always valid, as it can have no value depending on the store
/// the user made a purchase and the status of the payment server.
/// </summary>
public string originalPaymentId;
/// <summary>
/// The time when the product was purchased.(epoch time)
/// </summary>
public long purchaseTime;
/// <summary>
/// The time when the subscription expires.(epoch time)
/// </summary>
public long expiryTime;
/// <summary>
/// The store code where the purchase is made.
/// You can check the store code list from GamebaseStoreCode class.
/// </summary>
public string storeCode;
/// <summary>
/// It is the value passed to payload when calling Gamebase.Purchase.requestPurchase API.
/// Not recommended to use due to the possible loss of information depending on the store server status.
/// </summary>
public string payload;
/// <summary>
/// Whether it is promotion payment
/// - (Android) If the validation logic is temporarily turned off in the Gamebase payment server, the value is output as false only, so it is not always guaranteed to be a valid value.
/// </summary>
public bool isPromotion;
/// <summary>
/// Whether it is test purchase
/// - (Android) If the validation logic is temporarily turned off in the Gamebase payment server, the value is output as false only, so it is not always guaranteed to be a valid value.
/// </summary>
public bool isTestPurchase;
}
To retrieve the list of items, call the following API. Information of each item is included in the array of callback return.
API
Supported Platforms ■ UNITY_IOS ■ UNITY_ANDROID
static void RequestItemListPurchasable(GamebaseCallback.GamebaseDelegate<List<GamebaseResponse.Purchase.PurchasableItem>> callback)
Example
public void RequestItemListPurchasable()
{
Gamebase.Purchase.RequestItemListPurchasable((purchasableItemList, error) =>
{
if (Gamebase.IsSuccess(error))
{
Debug.Log("Get list succeeded.");
}
else
{
Debug.Log(string.Format("Get list failed. error is {0}", error));
}
});
}
VO
public class PurchasableItem
{
/// <summary>
/// The product ID that is registered with the Gamebase console.
/// Used when a product is purchased using Gamebase.Purchase.requestPurchase API.
/// </summary>
public string gamebaseProductId;
/// <summary>
/// An identifier for Legacy API that purchases products with itemSeq.
/// </summary>
public long itemSeq;
/// <summary>
/// The price of a product.
/// </summary>
public float price;
/// <summary>
/// Currency code.
/// </summary>
public string currency;
/// <summary>
/// The name of a product registered in the Gamebase console.
/// </summary>
public string itemName;
/// <summary>
/// The product ID that is registered to store console such as Google or Apple.
/// </summary>
public string marketItemId;
/// <summary>
/// The product type which can have the following values:
/// * UNKNOWN: An unknown type. Either update Gamebase SDK or contact Gamebase Customer Center.
/// * CONSUMABLE: A consumable product.
/// * AUTORENEWABLE: A subscription product.
/// * CONSUMABLE_AUTO_RENEWABLE: This 'consumable subscription product' is used when providing a subscribed user a subscription product that can be consumed periodically.
/// <para/><see cref="GamebasePurchase.ProductType"/>
/// </summary>
public string productType;
/// <summary>
/// Localized price information with currency symbol.
/// </summary>
public string localizedPrice;
/// <summary>
/// The name of a localized product registered with the store console.
/// </summary>
public string localizedTitle;
/// <summary>
/// The description of a localized product registered with the store console.
/// </summary>
public string localizedDescription;
/// <summary>
/// Shows whether the product is 'used or not' in the Gamebase console.
/// </summary>
public bool isActive;
}
Request for the list of non-consumed purchases, in which items were not properly consumed (delivered or provided) after purchase.
In case there is any non-purchased item, request the game server (item server) to proceed with item delivery (provision).
If the purchase was not completed normally, this API also serves the reprocessing function, so call it in the following situations:
GamebaseRequest.Purchase.PurchasableConfiguration
API | Mandatory(M) / Optional(O) | Description |
---|---|---|
allStores | O | Return the unconsumed list purchased from a different store with the same UserID. Default value is false. |
API
Supported Platforms ■ UNITY_IOS ■ UNITY_ANDROID
static void RequestItemListOfNotConsumed(GamebaseRequest.Purchase.PurchasableConfiguration configuration, GamebaseCallback.GamebaseDelegate<List<GamebaseResponse.Purchase.PurchasableReceipt>> callback)
Example
public void RequestItemListOfNotConsumedSample(bool allStores)
{
var configuration = new GamebaseRequest.Purchase.PurchasableConfiguration
{
allStores = allStores
};
Gamebase.Purchase.RequestItemListOfNotConsumed(configuration, (purchasableReceiptList, error) =>
{
if (Gamebase.IsSuccess(error))
{
Debug.Log("Get list succeeded.");
// Should Deal With This non-consumed Items.
// Send this item list to the game(item) server for consuming item.
}
else
{
Debug.Log(string.Format("Get list failed. error is {0}", error));
}
});
}
List activated subscriptions for the current user ID. Subscriptions that are paid up (e.g. auto-renewable subscription, auto-renewed consumable subscription) can be listed before they are expired.
[Caution]
For Android, subscriptions are currently supported only on the Google Play Store.
GamebaseRequest.Purchase.PurchasableConfiguration
API | Mandatory(M) / Optional(O) | Description |
---|---|---|
allStores | O | Return the unconsumed list purchased from a different store with the same UserID. Default value is false. |
API
Supported Platforms ■ UNITY_IOS ■ UNITY_ANDROID
static void RequestActivatedPurchases(GamebaseRequest.Purchase.PurchasableConfiguration configuration, GamebaseCallback.GamebaseDelegate<List<GamebaseResponse.Purchase.PurchasableReceipt>> callback)
Example
public void RequestActivatedPurchasesSample(bool allStores)
{
var configuration = new GamebaseRequest.Purchase.PurchasableConfiguration
{
allStores = allStores
};
Gamebase.Purchase.RequestActivatedPurchases(configuration, (purchasableReceiptList, error) =>
{
if (Gamebase.IsSuccess(error) == true)
{
Debug.Log("RequestItemListPurchasable succeeded");
foreach (GamebaseResponse.Purchase.PurchasableReceipt purchasableReceipt in purchasableReceiptList)
{
var message = new StringBuilder();
message.AppendLine(string.Format("gamebaseProductId:{0}", purchasableReceipt.gamebaseProductId));
message.AppendLine(string.Format("price:{0}", purchasableReceipt.price));
message.AppendLine(string.Format("currency:{0}", purchasableReceipt.currency));
// You will need paymentSeq and purchaseToken when calling the Consume API.
// Refer to the following document for the Consume API.
// https://docs.toast.com/en/Game/Gamebase/en/api-guide/#purchaseiap
message.AppendLine(string.Format("paymentSeq:{0}", purchasableReceipt.paymentSeq));
message.AppendLine(string.Format("purchaseToken:{0}", purchasableReceipt.purchaseToken));
message.AppendLine(string.Format("marketItemId:{0}", purchasableReceipt.marketItemId));
Debug.Log(message);
}
}
else
{
// Check the error code and handle the error appropriately.
Debug.Log(string.Format("RequestItemListPurchasable failed. error is {0}", error));
}
});
}
Retrieve the status of subscription products based on the current user ID. The list returned in the callback contains information about the subscription products.
[Caution]
- The subscription status code is only returned correctly if you follow the guide below to set up the subscription event.
- Go to [Game > Gamebase > Store Console Guide > Google Console Guide and set up event propagation of real-time subscription information within Google's system
- The status code for a subscription product purchased without setting up events always returns 0 (PURCHASED).
- Subscription products currently only supports Google Play Store.
GamebaseRequest.Purchase.PurchasableConfiguration
API | Mandatory(M) / Optional(O) | Description |
---|---|---|
includeExpiredSubscriptions | O | Retrieves including expired subscription products. Default value is false. |
API
Supported Platforms ■ UNITY_ANDROID
static void RequestSubscriptionsStatus(GamebaseRequest.Purchase.PurchasableConfiguration configuration, GamebaseCallback.GamebaseDelegate<List<GamebaseResponse.Purchase.PurchasableReceipt>> callback)
Example
public void RequestSubscriptionsStatusSample(bool includeExpiredSubscriptions)
{
var configuration = new GamebaseRequest.Purchase.PurchasableConfiguration
{
includeExpiredSubscriptions = includeExpiredSubscriptions
};
Gamebase.Purchase.RequestSubscriptionsStatus(configuration, (subscriptionStatusList, error) =>
{
if (Gamebase.IsSuccess(error) == true)
{
Debug.Log("RequestSubscriptionsStatus succeeded");
foreach (GamebaseResponse.Purchase.PurchasableSubscriptionStatus subscriptionStatus in subscriptionStatusList)
{
var message = new StringBuilder();
message.AppendLine(string.Format("storeCode:{0}", subscriptionStatus.storeCode));
message.AppendLine(string.Format("itemSeq:{0}", subscriptionStatus.itemSeq));
message.AppendLine(string.Format("price:{0}", subscriptionStatus.price));
// Subscription status
// Refer to the following document for the entire status code.
// https://docs.nhncloud.com/en/TOAST/en/toast-sdk/iap-unity/#iapsubscriptionstatusstatus
message.AppendLine(string.Format("statusCode:{0}", subscriptionStatus.statusCode));
message.AppendLine(string.Format("gamebaseProductId:{0}", subscriptionStatus.gamebaseProductId));
Debug.Log(message);
}
}
else
{
// Check the error code and handle the error appropriately.
Debug.Log(string.Format("RequestSubscriptionsStatus failed. error is {0}", error));
}
});
}
VO
public class PurchasableSubscriptionStatus
{
/// <summary>
/// This is code internally defined by Gamebase for the store where the app is installed.
/// </summary>
public string storeCode;
/// <summary>
/// Payment identifier of stores.
/// </summary>
public string paymentId;
/// <summary>
/// PaymentId is changed whenever the subscription product is renewed.
/// This field shows the paymentId used when the subscription product was first paid for.
/// This value does not guarantee to be always valid, as it can have no value
// depending on the store and payment server status.
/// </summary>
public string originalPaymentId;
/// Payment identifier.
/// This is an important piece of information used to call 'Consume' server API with purchaseToken.
///
/// Caution: Call Consume API from game server!
/// <para/><see href="https://docs.toast.com/en/Game/Gamebase/en/api-guide/#purchase-iap">Consume API</see>
public string paymentSeq;
/// <summary>
/// Product ID of purchased item.
/// </summary>
public string marketItemId;
/// <summary>
/// Item unique identifier in the IAP web console
/// </summary>
public long itemSeq;
/// <summary>
/// One of the following values
/// * UNKNOWN: An unknown type.Either update Gamebase SDK or contact Gamebase Customer Center.
// * CONSUMABLE: A consumable product.
// * AUTO_RENEWABLE: A subscription product.
/// </summary>
public string productType;
/// <summary>
// This is a user ID that purchased a product.
// If a user logs in with a user ID that is not used to purchase a product, the user cannot obtain the product they purchased.
/// </summary>
public string userId;
/// <summary>
/// Product price/
/// </summary>
public float price;
/// <summary>
/// Currency information.
/// </summary>
public string currency;
/// <summary>
/// Payment identifier.
/// This is an important piece of information used to call 'Consume' server API with paymentSeq.
/// In Consume API, the parameter must be named 'accessToken' to be passed.
///
/// <para/><see href="https://docs.toast.com/ko/Game/Gamebase/ko/api-guide/#purchase-iap">Purchase IAP</see>
/// </summary>
public string purchaseToken;
/// <summary>
// This value is used when making a purchase on Google, which can have the following values.
// However, if the verification logic is temporarily disabled by Gamebase payment server due to error on Google server,
// it returns only null, so please remember that it does not guarantee a valid return value at all times.
// * null: Normal payment
// * Test: Test payment
// * Promotion: Promotion payment
/// </summary>
public string purchaseType;
/// <summary>
/// Time when the product is purchased.(epoch time)
/// </summary>
public long purchaseTime;
/// <summary>
/// Time when subscription expires.(epoch time)
/// </summary>
public long expiryTime;
/// <summary>
/// It is the value passed to payload when calling Gamebase.Purchase.requestPurchase API.
/// Not recommended to use due to possible loss of information depending on the store server status.
/// </summary>
public string payload;
/// <summary>
/// Subscription status
/// For all status cods, refer to the document below.
/// <para/><see href="https://docs.nhncloud.com/en/TOAST/en/toast-sdk/iap-unity/#iapsubscriptionstatus">IAP Subscription Status</see>
/// </summary>
public int statusCode;
/// <summary>
/// Description for subscription status.
/// </summary>
public string statusDescription;
/// <summary>
/// Product ID registered in Gamebase console.
/// It is used when purchasing products with the Gamebase.Purchase.requestPurchase API.
/// </summary>
public string gamebaseProductId;
}
When a promotional purchase is completed, get an event from GamebaseEventHandler to be processed. See the guide on how to process a promotional purchase event via GamebaseEventHandler. Game > Gamebase > User Guide for Unity SDK > ETC > Gamebase Event Handler
Supported Platforms ■ UNITY_IOS ■ UNITY_ANDROID
[Caution]
To execute an iOS promotion purchase, make sure to follow the guide for a setup. Game > Gamebase > User Guide for iOS SDK > Purchase > Event by Promotion
Error | Error Code | Description |
---|---|---|
PURCHASE_NOT_INITIALIZED | 4001 | The purchase module has not been initialized. Check if the gamebase-adapter-purchase-IAP module has been added to project. |
PURCHASE_USER_CANCELED | 4002 | Purchase has been cancelled. |
PURCHASE_NOT_FINISHED_PREVIOUS_PURCHASING | 4003 | API has been called when a purchase logic is not completed. |
PURCHASE_NOT_ENOUGH_CASH | 4004 | Cannot purchase due to shortage of cash of the store. |
PURCHASE_INACTIVE_PRODUCT_ID | 4005 | Product is not activated. |
PURCHASE_NOT_EXIST_PRODUCT_ID | 4006 | Requested for purchase with invalid GamebaseProductID. |
PURCHASE_LIMIT_EXCEEDED | 4007 | You have exceeded your monthly purchase limit. |
PURCHASE_NOT_SUPPORTED_MARKET | 4010 | The store is not supported. The stores you can select are AS (App Store), GG (Google), ONESTORE, GALAXY, AMAZON, HUAWEI, and MYCARD. |
PURCHASE_EXTERNAL_LIBRARY_ERROR | 4201 | Error in IAP library. Check the code details. |
PURCHASE_UNKNOWN_ERROR | 4999 | Unknown error in purchase. Please upload the entire logs to Customer Center and we'll reply at the earliest possible moment. |
PURCHASE_EXTERNAL_LIBRARY_ERROR
GamebaseError gamebaseError = error; // GamebaseError object via callback
if (Gamebase.IsSuccess(gamebaseError))
{
// succeeded
}
else
{
Debug.Log(string.Format("code:{0}, message:{1}", gamebaseError.code, gamebaseError.message));
GamebaseError moduleError = gamebaseError.error; // GamebaseError.error object from external module
if (null != moduleError)
{
int moduleErrorCode = moduleError.code;
string moduleErrorMessage = moduleError.message;
Debug.Log(string.Format("moduleErrorCode:{0}, moduleErrorMessage:{1}", moduleErrorCode, moduleErrorMessage));
}
}