[Closed] How do I track auto-renewing subscriptions?

I have auto-renewing subscriptions. My ultimate goal is to get a boolean that tells me whether or not the user has an active subscription. I have spent several days researching this, but have not found my answer.

Some of the answers say that you must track the subscription yourself. Some of the answers say that the receipts contain the expiration date. Some of the answers say you cannot reliably use a receipt after the session it was purchased. Some of the answers are deprecated from the new Unity IAP system. Some of the answers…you get my point.

I do not care about verifcation. If they want to cheat, so be it. I just want to know if they have an active subscription. I could record the first purchase and grant them a subscription, but what if they cancel their auto-renewing subscription? Basically, I have tried many different approaches and read hundreds of webpages. I am stuck, and there is no clear documentation. So my ultimate question:

How can I check if the user has an active subscription? (Android and Apple)

public bool IsSubscriptionActive()
{
//What goes here?
}

1 Like

Yes, our documentation around subscriptions is a major blind spot right now, but we are working on improving that. We are also working on making some changes in the plugin itself to better support subscription products, which should improve this process as well.

In the meantime, the best way to check for for a valid subscription is to manually parse the receipt.

The receipt that is received from Unity IAP is a Unity-specific format that is JSON with three fields: Store, TransactionID, and Payload. The payload will contain the actual receipt as received from the app store, which is what you will need to parse to get the subscription info. (You can find the details of the payload in our Manual.)

Once you have the receipt data, you can verify the subscription. The method for doing this will vary by platform. For example, Google Play has an autorenewing field in their receipt, while iOS has an expiration date on their receipt that will show you when the subscription expires.

For iOS, all purchases will be part of the unified App Receipt (for iOS 7.0+). There is an example of how to parse this receipt in our Receipt Validation page:

#if UNITY_IOS || UNITY_STANDALONE_OSX
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Get a reference to IAppleConfiguration during IAP initialization.
var appleConfig = builder.Configure<IAppleConfiguration>();
var receiptData = System.Convert.FromBase64String(appleConfig.appReceipt);
AppleReceipt receipt = new AppleValidator(AppleTangle.Data()).Validate(receiptData);

Debug.Log(receipt.bundleID);
Debug.Log(receipt.receiptCreationDate);
foreach (AppleInAppPurchaseReceipt productReceipt in receipt.inAppPurchaseReceipts) {
    Debug.Log(productReceipt.transactionIdentifier);
    Debug.Log(productReceipt.productIdentifier);
}
#endif

[Edit:]
The above sample will run the receipt through the Validator, but if you don’t want to do that, you can just parse the receipt:

#if UNITY_IOS || UNITY_STANDALONE_OSX
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
// Get a reference to IAppleConfiguration during IAP initialization.
var appleConfig = builder.Configure<IAppleConfiguration>();
var receiptData = System.Convert.FromBase64String(appleConfig.appReceipt);
AppleReceipt receipt = new AppleReceiptParser.Parse(receiptData);

Debug.Log(receipt.bundleID);
Debug.Log(receipt.receiptCreationDate);
foreach (AppleInAppPurchaseReceipt productReceipt in receipt.inAppPurchaseReceipts) {
    Debug.Log(productReceipt.transactionIdentifier);
    Debug.Log(productReceipt.productIdentifier);
}
#endif

[/Edit]

For Google Play, each product will have its own receipt. The json field in the payload of the Unity receipt will contain the INAPP_PURCHASE_DATA from Google:

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 = "";
        }
    }
}

(I’m lifting most of this code from this discussion.)

The usage is here:

//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) {
            GooglePurchaseData data = new GooglePurchaseData(p.receipt);

            if (p.hasReceipt) {
                Debug.Log(data.json.autoRenewing);
                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

As to your specific questions:

This is correct in that Unity IAP does not have any inventory management features. So it would be best to track the state of a subscription in your own system and use the receipt to see if it is active.

As I mentioned above, this varies by platform.

For non-consumables and subscriptions, the receipt should be available. (Receipts for consumables are only available in the session that they were purchased.)

The process for detecting active subscriptions will vary by platform, but saving the relevant data when the purchase is made and then parsing the receipt (during initialization or whenever necessary) should give you that information.

Hopefully is this information is helpful.

4 Likes

@ap-unity Thank you very much!!

Any chance you’d share how you ended up implementing IsSubscriptionActive()?

I second that. @ did you manage to implement a IsSubscriptionActive() method?

@ap-unity Does this mean that the receipt will be refreshed automatically when IAP is initialized? I’ve heard that’s true for Android but not for Apple, but at this stage I’m getting so much conflicting information I don’t know what to trust.

Here’s my first attempt. But not sure if it works. This assumes that we have a copy of the latest receipt, which is still a mystery to me how to get this in the case of auto-renewing subscriptions. I’ve made separate functions for Google and Apple receipts and combined them into one function that takes an IPurchaseReceipt as argument.

    public bool isSubscriptionActive(IPurchaseReceipt productReceipt)
    {
        bool isActive = false;

        AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
        GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
        bool appleActive = isSubscriptionActive(apple);
        bool googleActive = isSubscriptionActive(google);

        if(appleActive || googleActive)
        {
            isActive = true;
        }
           
        return isActive;
    }

public bool isSubscriptionActive(GooglePlayReceipt googleReceipt)
    {
        bool isActive = false;
        GooglePlayReceipt google = googleReceipt;
        if (null != google)
        {
            // Is this correct?
            if(google.purchaseState == GooglePurchaseState.Purchased)
            {
                isActive = true;
            }
        }

        return isActive;
    }
     


    public bool isSubscriptionActive(AppleInAppPurchaseReceipt appleReceipt)
    {
        bool isActive = false;

        AppleInAppPurchaseReceipt apple = appleReceipt;
        if (null != apple)
        {
            DateTime expirationDate = apple.subscriptionExpirationDate;
            DateTime now = DateTime.Now;
            //DateTime cancellationDate = apple.cancellationDate;

            if(DateTime.Compare(now, expirationDate) < 0)
            {
                isActive = true;
            }
        }

        return isActive;
    }
3 Likes

Am I right in thinking that the receipt is autoupdated by their respective store, for instance, if a user cancels their subscription the autorenew field is changed on in the Android Payload? Also is the purchasedate changed upon a auto-renewal of the subscription?

Why is it so complicated? :frowning:

2 Likes

Hello,

It seems so hard to get a clear answer about :

  • Can Unity IAP gets fresh receipts on IOS to check the status of a validation.

Is there no justice in this world ? :frowning:

Would also be great to have more information for Google and Amazon as they are major platforms.

— it is for IAP iOS Subscription
What to do if a user buys a subscription, turns off the Internet and every day changes the date in the opposite direction, how to check the subscription every time the game starts.
because in result they play with subscription only free

I tried compare subscriptionExpirationDate - but it’s always the same. and lower than DatTime.Now even right after purchasing.

Debug.LogFormat(">>> {0}  {1}   {2}" , appleReceipt.subscriptionExpirationDate, appleReceipt.cancellationDate, DateTime.Now);

gives me

>>> 11/27/2017 11:13:46  01/01/0001 00:00:00   11/27/2017 11:55:23

This is auto renewable subscription. does this means that subscription is active if cancelationData == DateTime.minValue and i need to compare it’s in validation process as well?

update: Ok. I dig in to IAP code and found that expirationdate converted to the UTC format and I complare it with local datetime. @acr1378 In your code you have to change date comparison to this one

if (appleReceipt.subscriptionExpirationDate > DateTime.Now.ToUniversalTime())
{
    return true; //HAS_ACTIVE_SUBSCRIPTION
}
1 Like

Thank you for this :slight_smile:
I am new to the IAP and I don’t really know how to get the productReceipt. Do you have an exemple ? :slight_smile:
Thank you very much !

I would like to test if a subscription is active at the app launch (when Initialized).
I tried this (with a test buy account for Android) :

    public bool checkIfProductBoughtV2(string productId)
    {
        if (m_StoreController != null)
        {
            // Fetch the currency Product reference from Unity Purchasing
            Product product = m_StoreController.products.WithID(productId);
      
            var validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(), Application.identifier);
          
            var result = validator.Validate(product.receipt);
      
            /*
            foreach (IPurchaseReceipt productReceipt in result)
            {
                return isSubscriptionActive(productReceipt);
            }
            */
            return isSubscriptionActive(result[0]);
        }
        return false;
    }

But I have a MissingStoreSecretException error :confused:

Edit :
And I I try :

        foreach (Product p in m_StoreController.products.all) {
            GooglePurchaseData data = new GooglePurchaseData(p.receipt);
            if (p.hasReceipt)
            {
                Debug.Log(data.json.autoRenewing);
                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);
            }
        }

purchaseState always return 0 :confused:

Edit2 :
The autoRenewing field seems to be a good marker. However I need to exit/launch the app in order to make it works

IS there any more info on this front? I am setting up Auto renewal subscription and I see no info anywhere on the internet on how to make sure their auto sub stays active, or a way to check if apple updated the receipt without making the user sign in to get this info? So far I have the process of initializing purchaser > make purchase > save receipt locally > check it on every log in to make sure its still active. Is the general consensus of everyone in this thread that initializing will update the receipt when it is renewed?

I had some issues with older version of Unity IAP (from a few months ago) where InitializePurchasing was not getting the latest receipt. It was (usually, but not always) calling ProcessPurchase automatically after running through its method, and ProcessPurchase was getting the mot recent receipt. That problem seems to be fixed on the latest version of Unity IAP. But be aware that InitializePurchasing still automatically calls ProcessPurchase so if you had custom code in there it will run at times that you don’t expect it to run.

On Android, it should work transparently. A renewed subscription should have the same transactionID as the original. If the subscription is expired or canceled, the product is dropped. On Apple, you’ll need to parse the receipt each time. We are working to improve this behavior in a future release, I have requested to the IAP team to increase the priority of this task.

3 Likes

Ok Jeff so you are saying that when I initialize and get a receipt back, it IS active, and if the subscription is not active then there will be no receipt?

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! :smile:

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@Sir-Gatlin Please test your code, but your statements are correct. Keep in mind that if a user deletes and re-installs your game, the PlayerPrefs would be reset, so something to test also.

1 Like