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In-Game Purchases

PreviousAchievementsNextRemote Configuration

Last updated 22 days ago

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.isSupported

Setup

Setup in-game purchases in the . For each product add a commonId and fill in the information for the required platforms, example for one product:

{
    ...    
    "payments": [
        {
            "commonId": "test_product",
            "yandex": {
                "id": "YANDEX_ID_HERE"
            },
            "facebook": {
                "productID": "FACEBOOK_ID_HERE"
            },
            "msn": {
                "productId": "MSN_ID_HERE"
            },
            "playgama": {
                "amount": 1 // price in Golden Fennec
            },
            "qa_tool": {
                "id": "QA_TOOL_ID_HERE",
                "amount": 1 // price in Golden Fennec
            },
            "playdeck": {
                "amount": 1, // 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 commonId = "test_product"; // commonId you specified in the config file
    Bridge.payments.Purchase(commonId, OnPurchaseCompleted);
}

private void OnPurchaseCompleted(bool success, Dictionary<string, string> purchase)
{
    Debug.Log($"OnPurchaseCompleted, success: {success}");
}

Consume Purchase

Consume purchased items, such as in-game currency, once they are used, to manage inventory and player progression.

private void Start()
{
    var commonId = "test_product"; // commonId you specified in the config file
    Bridge.payments.ConsumePurchase(commonId, OnConsumePurchaseCompleted);
}

private void OnConsumePurchaseCompleted(bool success)
{
    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("Common ID: " + item["commonId"]);
            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("Common ID: " + purchase["commonId"]);
        }
    }
}

Don't call SDK methods that require a callback (like Bridge.payments.GetPurchases) when starting the game in Awake. Call them in Start.

config file