So I have been spending a lot of time getting my set up to work and want to share it so others don’t have to go through the same lengths of finding answers as we all have had to do so far. To get everything working how I believe they should be working I needed two separate scripts. My purchaser, and a Google receipt parser. Will Post below. Please feel free to ask questions or improve upon:
using System;
using UnityEngine;
using UnityEngine.Purchasing;
using UnityEngine.Purchasing.Security;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
public class Purchaser : MonoBehaviour, IStoreListener
{
private static IStoreController m_StoreController; // The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
// General product identifiers for the consumable, non-consumable, and subscription products.
// Use these handles in the code to reference which product to purchase. Also use these values
// when defining the Product Identifiers on the store. Except, for illustration purposes, the
// kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
// specific mapping to Unity Purchasing's AddProduct, below.
public static string kProductIDMonth = "MonthSubscription";
public static string kProductIDYear = "YearSubscription";
// Apple App Store-specific product identifier for the subscription product.
private static string kProductNameAppleMonth = "com.company.app.monthsub";
private static string kProductNameAppleYear = "com.company.app.yearsub";
// Google Play Store-specific product identifier subscription product.
private static string kProductNameGoogleMonth = "com.company.app.monthsub";
private static string kProductNameGoogleYear = "com.company.app.yearsub";
// Does the math to see if your apple subscription is past its experation date
public bool IsSubActive(AppleInAppPurchaseReceipt e)
{
if (e.subscriptionExpirationDate > DateTime.Now.ToUniversalTime())
{
return true; //HAS_ACTIVE_SUBSCRIPTION
}
else
{
return false;
}
}
public BadgeCollection Badge;
public db_connect db_connect;
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());
// Add a product to sell / restore by way of its identifier, associating the general identifier
// with its store-specific identifiers.
// And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
// if the Product ID was configured differently between Apple and Google stores. Also note that
// one uses the general kProductIDSubscription handle inside the game - the store-specific IDs
// must only be referenced here.
builder.AddProduct(kProductIDMonth, ProductType.Subscription, new IDs(){
{ kProductNameAppleMonth, AppleAppStore.Name},
{ kProductNameGoogleMonth, GooglePlay.Name},
});
builder.AddProduct(kProductIDYear, ProductType.Subscription, new IDs(){
{ kProductNameAppleYear, AppleAppStore.Name },
{ kProductNameGoogleYear, GooglePlay.Name },
});
Debug.Log ("add products done");
// 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 BuyMonth()
{
// 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(kProductIDMonth);
}
public void BuyYear()
{
// 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(kProductIDYear);
}
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<IAppleExtensions>();
// Begin the asynchronous process of restoring purchases. Expect a confirmation response in
// the Action<bool> 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);
}
}
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;
//This can be called anytime after initialization
//And it should probably be limited to Google Play and not just Android
#if UNITY_ANDROID
foreach (Product p in controller.products.all)
{
// Refering to the extra GooglePurchaseData class provided
GooglePurchaseData data = new GooglePurchaseData(p.receipt);
if (p.hasReceipt)
{
// Allows you to easily refer to data from the receipt for the subscription,
// if AutoRenewing is true, then their subscrition is active.
Debug.Log("autoRenewing: "+data.json.autoRenewing);
if (data.json.autoRenewing == "true")
{
Data.isSubscriber = true;
Badge.init();
db_connect.ClosePaywall();
}
Debug.Log(data.json.orderId);
Debug.Log(data.json.packageName);
Debug.Log(data.json.productId);
Debug.Log(data.json.purchaseTime);
Debug.Log(data.json.purchaseState);
Debug.Log(data.json.purchaseToken);
}
}
#endif
#if UNITY_IOS
// Apple will only update your receipt when it is changed, until then you will have
// to save the last one provided locally ot be able to track the subscription yourself
string localsave = PlayerPrefs.GetString ("Receipt", null);
// I store the data locally Obfuscated to make it harder to cheat
// so I must call the validator to made the Receipt readable.
// remember you must run the Obfuscater in the Unity IAP window to create the Tangle files
var validator = new CrossPlatformValidator(GooglePlayTangle.Data(),
AppleTangle.Data(), Application.identifier);
var localResult = validator.Validate (localsave);
Debug.Log ("Local Receipt: " + localResult);
foreach (IPurchaseReceipt productReceipt in localResult) {
Debug.Log ("IsInitialized local data");
Debug.Log(productReceipt.productID);
Debug.Log(productReceipt.purchaseDate);
Debug.Log(productReceipt.transactionID);
AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
if (null != apple) {
Debug.Log ("On Initialized Apple:");
Debug.Log("TransactionID: "+apple.originalTransactionIdentifier);
Debug.Log("ExpirationDate: "+apple.subscriptionExpirationDate);
Debug.Log("Purchase Date: "+apple.purchaseDate);
// runs the experation time compared to the current time
if (IsSubActive (apple)) {
Debug.Log ("Sub is Active");
Data.isSubscriber = true;
Badge.init();
db_connect.ClosePaywall();
} else {
Debug.Log ("Sub is NOT Active");
}
}
}
#endif
}
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);
}
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
{
// Or ... a subscription product has been purchased by this user.
if (String.Equals(args.purchasedProduct.definition.id, kProductIDMonth, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Debug.Log("save reciept and set expiration date");
PlayerPrefs.SetString("Receipt", args.purchasedProduct.receipt);
PlayerPrefs.Save();
// Prepare the validator with the secrets we prepared in the Editor
// obfuscation window.
var validator = new CrossPlatformValidator(GooglePlayTangle.Data(),
AppleTangle.Data(), Application.identifier);
var result = validator.Validate(args.purchasedProduct.receipt);
// For informational purposes, we list the receipt(s)
Debug.Log("Receipt is valid.");
foreach (IPurchaseReceipt productReceipt in result) {
Debug.Log(productReceipt.productID);
Debug.Log(productReceipt.purchaseDate);
Debug.Log(productReceipt.transactionID);
GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
if (null != google) {
Debug.Log ("Google");
Debug.Log(google.ToString());
Debug.Log(google.purchaseToken);
}
AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
if (null != apple) {
Debug.Log ("ProcessPurchase Apple:");
Debug.Log(apple.originalTransactionIdentifier);
Debug.Log(apple.subscriptionExpirationDate);
if (IsSubActive (apple)) {
Debug.Log ("Sub is Active");
Data.isSubscriber = true;
db_connect.ClosePaywall();
} else {
Debug.Log ("Sub is NOT Active");
}
}
}
Debug.Log("Unlock Subscription for month");
Data.isSubscriber = true;
Badge.init();
}
// Or ... a Year subscription product has been purchased by this user.
else if (String.Equals(args.purchasedProduct.definition.id, kProductIDYear, StringComparison.Ordinal))
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
Debug.Log("save reciept and set expiration date");
PlayerPrefs.SetString("Receipt", args.purchasedProduct.receipt);
PlayerPrefs.Save();
Data.isSubscriber = true;
Badge.init();
db_connect.ClosePaywall();
}
// Or ... an unknown product has been purchased by this user. Fill in additional products here....
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));
}
}
Then I have the GooglePurchaseData, this parses the google receipt in order to get to the autoRenewal string:
using UnityEngine;
class GooglePurchaseData
{
// INAPP_PURCHASE_DATA
public string inAppPurchaseData;
// INAPP_DATA_SIGNATURE
public string inAppDataSignature;
public GooglePurchaseJson json;
[System.Serializable]
private struct GooglePurchaseReceipt
{
public string Payload;
}
[System.Serializable]
private struct GooglePurchasePayload
{
public string json;
public string signature;
}
[System.Serializable]
public struct GooglePurchaseJson
{
public string autoRenewing;
public string orderId;
public string packageName;
public string productId;
public string purchaseTime;
public string purchaseState;
public string developerPayload;
public string purchaseToken;
}
public GooglePurchaseData(string receipt)
{
try
{
var purchaseReceipt = JsonUtility.FromJson<GooglePurchaseReceipt>(receipt);
var purchasePayload = JsonUtility.FromJson<GooglePurchasePayload>(purchaseReceipt.Payload);
var inAppJsonData = JsonUtility.FromJson<GooglePurchaseJson>(purchasePayload.json);
inAppPurchaseData = purchasePayload.json;
inAppDataSignature = purchasePayload.signature;
json = inAppJsonData;
}
catch
{
Debug.Log("Could not parse receipt: " + receipt);
inAppPurchaseData = "";
inAppDataSignature = "";
}
}
}
So what I have learned is that Google will give you a receipt every single time the purchaser is initialized, If what I am being told is correct, you don’t need to parse the data and check if autoRenewal is set to True, as if it was canceled there would be no receipt received anyways. Where as with Apple, It will only give you a new receipt if it has been renewed. so you will have to store the receipt locally to check if they are still subscribed, and replace that receipt every time a new one is given to you.
Anyone see anywhere that I am wrong? or have improvements on my code please share!