Below the code we are using for store interactions.
It is a straight forward adaption of the IAP example (older version, the app was created 2017).
I look at the receipts in the OnInitialized(IStoreController controller, IExtensionProvider extensions)
callback, just printing them out the the console.
using System;
using System.Collections.Generic;
using FoxAndSheep.Services.Purchase;
using UnityEngine;
using UnityEngine.Purchasing;
// Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
public class PurchaseService : IStoreListener
{
private static IStoreController m_StoreController;
// The Unity Purchasing system.
private static IExtensionProvider m_StoreExtensionProvider;
// The store-specific Purchasing subsystems.
// Product identifiers for all products capable of being purchased:
// "convenience" general identifiers for use with Purchasing, and their store-specific identifier
// counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers
// also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
// 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.
// // 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";
private readonly List<IPurchaseResultListener> _purchaseResultListener = new List<IPurchaseResultListener>();
public void Init(List<IAPStorePackageData> ids)
{
// If we haven't set up the Unity Purchasing reference
if (m_StoreController == null)
{
// Begin to configure our connection to Purchasing
InitializePurchasing(ids);
}
}
public void InitializePurchasing(List<IAPStorePackageData> ids)
{
if (IsInitialized())
{
return;
}
// Create a builder, first passing in a suite of Unity provided stores.
var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
#if UNITY_IOS
string storeId = AppleAppStore.Name;
#else
string storeId = GooglePlay.Name;
#endif
foreach (var id in ids)
{
builder.AddProduct(id.id, ProductType.NonConsumable, new IDs()
{
{ id.storeId, storeId }
});
}
// 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);
}
public bool IsInitialized()
{
// Only say we are initialized if both the Purchasing references are set.
return m_StoreController != null && m_StoreExtensionProvider != null;
}
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.LogFormat("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase product={0}", product);
BroadcastPurchaseResult(productId, PurchaseResult.Failure);
}
}
// Otherwise ...
else
{
// ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or
// retrying initiailization.
Debug.Log("BuyProductID FAIL. Not initialized.");
BroadcastPurchaseResult(productId, PurchaseResult.Failure);
}
}
// 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
{
BroadcastPurchaseResult(null, PurchaseResult.Failure);
// 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 AddResultListener(IPurchaseResultListener resultListener)
{
if(_purchaseResultListener.Contains(resultListener))
return;
_purchaseResultListener.Add(resultListener);
}
public void RemovePurchaseResultListener(IPurchaseResultListener resultListener)
{
if(!_purchaseResultListener.Contains(resultListener))
return;
_purchaseResultListener.Remove(resultListener);
}
private void BroadcastPurchaseResult(string productId, PurchaseResult result)
{
foreach (var listener in _purchaseResultListener)
{
listener.HandlePurchaseFinished(productId, result);
}
}
//
// --- 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;
foreach(var item in controller.products.all)
{
Debug.LogFormat("receipt={0}", item.receipt);
if(!string.IsNullOrEmpty(item.receipt))
Debug.LogFormat("receipt={0}", item.receipt.Substring(item.receipt.Length -100,100));// To check for isOwned
}
}
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)
{
// A consumable product has been purchased by this user.
if (args.purchasedProduct.definition.id != null)
{
Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
BroadcastPurchaseResult(args.purchasedProduct.definition.id, PurchaseResult.Success);
}
else
{
Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
BroadcastPurchaseResult(null, PurchaseResult.Success);
}
// 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));
if (failureReason == PurchaseFailureReason.UserCancelled)
{
BroadcastPurchaseResult(product.definition.storeSpecificId, PurchaseResult.Cancel);
}
else
{
BroadcastPurchaseResult(product.definition.storeSpecificId, PurchaseResult.Failure);
}
}
public string GetPrice(string packId)
{
if (IsInitialized())
{
Product product = m_StoreController.products.WithID(packId);
return product.metadata.localizedPriceString;
}
else
{
return null;
}
}
}
After an order has been refunded it does not show if has been revoked in the Google Play Console → Order Management.
Attached is a screenshot of an order that I refund (you can see the Revoke checkmark is set).
And here is the same order after refund in the order history: