[Closed] Registering Your Store manual issues

Hello everybody,

We on our project use Unity Purchasing on iOS, Andorid, Windows Mobile and even Samsung. Our new target is custom store with their own plugin. I saw that it’s possible to use Unity Purchasing with external store. But the documentation has mistakes and not clear. Unity - Manual: Registering your store

I can’t find RegisterStore method anywhere. Where is it?
Note that return type InstantiateMyStore is void.

And last: did anybody implement a separate store? Is it as easy as it looks, or I might face some big issues?

Best regards,
Vlad

@vivalavladislav Apologies, the doc appears to be out of date. The proper link is here:

https://docs.unity3d.com/ScriptReference/Purchasing.Extension.AbstractPurchasingModule.html

Here is an example implementation:

using UnityEngine.Purchasing.Extension;

namespace UnityEngine.Purchasing
{
    public class SampleAppStoreModule : IPurchasingModule {

        public void Configure (IPurchasingBinder binder)
        {
            Debug.Log ("SampleAppStore Configure");
            binder.RegisterStore (SampleAppStore.Name, InstantiateSampleAppStore(binder));
        }

        private IStore InstantiateSampleAppStore(IPurchasingBinder binder)
        {
            // Check for Manufacturer. "Android" used here for the sake of example.
            if(IsSupportedPlatform())
            {
                var sampleAppStore = new SampleAppStoreExtensionAndConfiguration();
                binder.RegisterExtension<ISampleAppStoreExtension> (sampleAppStore);
                binder.RegisterConfiguration<ISampleAppStoreConfiguration> (sampleAppStore);
                return sampleAppStore;
            }
            return null;
        }

        private bool IsSupportedPlatform()
        {
            if (Application.platform == RuntimePlatform.Android)
            {
                return true;
            }
           
            return false;
        }
    }
}

@JeffDUnity3D thanks, Jeff, will try it out!