In-Game Purchases
Enable players to purchase items, upgrades, or currency within your game to enhance their experience and generate revenue.
There are two types of purchases — permanent (e.g., ad removal) and consumable (e.g., in-game coins).
Support
Check if in-game purchases are supported to offer items or upgrades within the game.
Bridge.payments.isSupportedSetup
Setup in-game purchases in the config file. For each product add an id and fill in the information for the required platforms, example for one product:
{
...
"payments": [
{
"id": "test_product",
"playgama": {
"amount": 1 // int price in Gam
},
"playdeck": {
"amount": 1, // int price in Telegram Stars
"description": "TEST PRODUCT"
}
}
]
}Purchase
Allow players to buy items or upgrades in your game to enhance their gameplay experience.
private void Start()
{
var id = "test_product"; // id you specified in the config file
Bridge.payments.Purchase(id, OnPurchaseCompleted);
}
private void OnPurchaseCompleted(bool success, Dictionary<string, string> purchase)
{
if (success)
{
Debug.Log($"OnPurchaseCompleted, success: {success}, id: {purchase["id"]}");
}
else
{
Debug.Log($"OnPurchaseCompleted, success: {success}");
}
}Each platform provides its own set of properties for a purchase, so make sure to check the official documentation of the specific platform you are targeting.
Use purchase data to verify the purchase. Currently, the Playgama API verification only supports playgama and msn platforms.
curl -X POST "https://playgama.com/api/v1/bridge/verify" \
-H "Content-Type: application/json" \
-d '{"platform":"<PLATFORM_ID>","type":"purchase","data":{ <...purchase> }}'
# {
# "success": true
# }
# or
# {
# "success": false,
# "errorMessage": "<errorMessage>"
# }Consume Purchase
Consume purchased items, such as in-game currency, once they are used, to manage inventory and player progression.
private void Start()
{
var id = "test_product"; // id you specified in the config file
Bridge.payments.ConsumePurchase(id, OnConsumePurchaseCompleted);
}
private void OnConsumePurchaseCompleted(bool success, Dictionary<string, string> purchase)
{
if (success)
{
Debug.Log($"OnConsumePurchaseCompleted, success: {success}, id: {purchase["id"]}");
}
else
{
Debug.Log($"OnConsumePurchaseCompleted, success: {success}");
}
}Catalog of All Items
Retrieve a list of all available in-game items that players can purchase to display in the game store.
private void Start()
{
Bridge.payments.GetCatalog(OnGetCatalogCompleted);
}
private void OnGetCatalogCompleted(bool success, List<Dictionary<string, string>> catalog)
{
Debug.Log($"OnGetCatalogCompleted, success: {success}, items:");
if (success)
{
foreach (var item in catalog)
{
Debug.Log("ID: " + item["id"]);
Debug.Log("Price: " + item["price"]);
Debug.Log("Price Currency Code: " + item["priceCurrencyCode"]);
Debug.Log("Price Value: " + item["priceValue"]);
}
}
}List of Purchased Items
Retrieve a list of items that the player has purchased to manage their inventory and provide access to purchased content.
If the user loses internet connection when making an in-game purchase, the purchase might remain unprocessed. To avoid this, check for unprocessed purchases using this method (e.g., each time the game is launched).
private void Start()
{
Bridge.payments.GetPurchases(OnGetPurchasesCompleted);
}
private void OnGetPurchasesCompleted(bool success, List<Dictionary<string, string>> purchases)
{
Debug.Log($"OnGetPurchasesCompleted, success: {success}, items:");
if (success)
{
foreach (var purchase in purchases)
{
Debug.Log("ID: " + purchase["id"]);
}
}
}Don't call SDK methods that require a callback (like Bridge.payments.GetPurchases) when starting the game in Awake. Call them in Start.
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