Unity IAP支付接入——谷歌支付,IOS支付。
申请商品ID不再赘述。
两个部分
一,接入SDK
打开unity选择Window——Services出现Services窗口
打开In-App-Purchasing。
跳转到下个页面。选择Import,开始下载安装SDK
安装完成出现以下目录。
第一步结束。
第二步。
代码部分
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Purchasing;
// Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager,
// one of the existing Survival Shooter scripts.
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
//脚本需在调用购买方法之前初始化
public class Purchaser : MonoBehaviour, IStoreListener
{ //定义商品
private const string product_1 = "商品ID1";
private const string product_2 = "商品ID2";
private const string product_3 = "商品ID3";
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
public static string kProductIDConsumable = "consumable";
public static string kProductIDNonConsumable = "nonconsumable";
public static string kProductIDSubscription = "subscription";
// Apple App Store-specific product identifier for the subscription product.
private static string kProductNameAppleSubscription = "com.unity3d.subscription.new";
// Google Play Store-specific product identifier subscription product.
private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original";
void Start()
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null)
{
// Begin to configure our connection to Purchasing
InitializePurchasing();
}
}
public void InitializePurchasing()
{
// If we have already connected to Purchasing ...
if (IsInitialized())
{
// ... we are done here.
return;
}
// Create a builder, first passing in a suite of Unity provided stores.
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
//添加商品ID和类型 对应定义的商品ID
builder.AddProduct(product_1, ProductType.Consumable, new IDs
{
{"商品ID1", GooglePlay.Name }
});
builder.AddProduct(product_2, ProductType.Consumable, new IDs
{
{"商品ID1", GooglePlay.Name }
});
builder.AddProduct(product_3, ProductType.Consumable, new IDs
{
{"商品ID1", GooglePlay.Name }
});
// Kick off the remainder of the set-up with an asynchrounous call, passing the configuration
// and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
UnityPurchasing.Initialize(this, builder);
}
private bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
public void BuyConsumable()
{
// Buy the consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(kProductIDConsumable);
}
public void BuyNonConsumable()
{
// Buy the non-consumable product using its general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
BuyProductID(kProductIDNonConsumable);
}
public void BuySubscription()
{
// Buy the subscription product using its the general identifier. Expect a response either
// through ProcessPurchase or OnPurchaseFailed asynchronously.
// Notice how we use the general product identifier in spite of this ID being mapped to
// custom store-specific identifiers above.
BuyProductID(kProductIDSubscription);
}
//购买商品调用的方法
public void BuyProductID(string productId)
{
// If Purchasing has been initialized ...
if (IsInitialized())
{
// ... look up the Product reference with the general product identifier and the Purchasing
// system's products collection.
Product product = m_StoreController.products.WithID(productId);
// If the look up found a product for this device's store and that product is ready to be sold ...
if (product != null && product.availableToPurchase)
{
Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
// ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed
// asynchronously.
m_StoreController.InitiatePurchase(product);
}
// Otherwise ...
else
{
// ... report the product look-up failure situation
Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
}
}
// Otherwise ...
else
{
// ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
// retrying initiailization.
Debug.Log("BuyProductID FAIL. Not initialized.");
}
}
// Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google.
// Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
public void RestorePurchases()
{
// If Purchasing has not yet been set up ...
if (!IsInitialized())
{
// ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
Debug.Log("RestorePurchases FAIL. Not initialized.");
return;
}
// If we are running on an Apple device ...
if (Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer)
{
// ... begin restoring purchases
Debug.Log("RestorePurchases started ...");
// Fetch the Apple store-specific subsystem.
var apple = m_StoreExtensionProvider.GetExtension();
// Begin the asynchronous process of restoring purchases. Expect a confirmation response in
// the Action below, and ProcessPurchase if there are previously purchased products to restore.
apple.RestoreTransactions((result) => {
// The first phase of restoration. If no more responses are received on ProcessPurchase then
// no purchases are available to be restored.
Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
});
}
// Otherwise ...
else
{
// We are not running on an Apple device. No work is necessary to restore purchases.
Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
}
}
//
// --- IStoreListener
//
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
// Purchasing has succeeded initializing. Collect our Purchasing references.
Debug.Log("OnInitialized: PASS");
// Overall Purchasing system, configured with products for this application.
m_StoreController = controller;
// Store specific subsystem, for accessing device-specific store features.
m_StoreExtensionProvider = extensions;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
// Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
}
//购买不同商品结束后的处理方法 对应定义的商品
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
// A consumable product has been purchased by this user.
if (String.Equals(args.purchasedProduct.definition.id, product_1, StringComparison.Ordinal))
{
//商品1购买成功逻辑
} else if (String.Equals(args.purchasedProduct.definition.id, product_2, StringComparison.Ordinal)) {
//商品2购买成功逻辑
}
else if (String.Equals(args.purchasedProduct.definition.id, product_3, StringComparison.Ordinal))
{
//商品3购买成功逻辑
}
else
{
Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
}
// Return a flag indicating whether this product has completely been received, or if the application needs
// to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still
// saving purchased products to the cloud, and when that save is delayed.
return PurchaseProcessingResult.Complete;
}
public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
{
// A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing
// this reason with the user to guide their troubleshooting actions.
Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
}
}
代码可以挂在你的商品页面上。确保在调用购买方法之前初始化即可。ios,只用修改对应商品ID即可。