So, in case of google play, google provide 2 sort of item, non-consumable, consumable, non-consumable item(e.g. premium unlock) is stored to google server and game can restore that user’s history by checking google inventory, right?
But about consumable items, how games deal this problem? game should have own game server to store user’s google play (or ios) account, date, item bought, item numbers?
If this is true,
2-1. How game know user’s identity if this user is rightful user who purchased before? (is there a checking unity function to know this user’s google play ID(or Apple ID)?)
2-2. Is there a solution about this sort of server? or game should have own server programmer and make own mysql database?
2-3. How to make this sort of database & server program? Or just need to make mysql database only? Then with only web-hosting is enough? or need server hosting for customize server?
2-4. Are there other way about this problem? not to use server?
Player prefs data is not deleted when you delete the app (to my knowledge).
As far as migration, that may be a different story. While Google will know you have purchased x item, your new phone will not. There is a general function of Restore Purchases. This may do it in case of phone swap.
Also, there are new cloud services. I imagine of you can use a cloud service in your game, to store Player Prefs, this would Allie site the phone swap and delete (if delete rids playerPrefs, which it don’t think it does) issues.
For migrate phone issue, as far as I know, google only knows and stores non-consumable purchase history. (managed item)
So this means game developers should take care about unmanaged item (consumable item).
Cloud services? Can you let me know info link about this?
I think you are talk g about such rare instances that you should no concern yourself too much with it. Having said that, I am just about to ask the guy who does my plug ins about swapping phones and IAP.