Huge revenue reported

Hello,

I have a game that has been running for less than a month.

On the analytics dashboard I am daily “unverified” revenue reported in the thousands (of course my game is not making that much money). This number is also large while the game was in beta.

So for example on 02/07 I have around 12192 reported with an actual number of transactions = 130 which means an average of 93.2$ per transaction?
Actually if I add another dimension like spenders I get 67 spenders that day. The numbers do not much even if there was some kind of cheating (which I doubt). I have just pushed a new version that has receipt verification but still not 100% certain about these numbers.

I am worried that there might be some kind of currency conversion issues on Unity’s analytics side?

Here is a screenshot of the data I have:

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Yesterday I got over 16k in unverified all done in 271 transactions which is not possible. as the max transaction that can be made from my game is 20$.

For other people getting some large amount of unverified revenue, I posted a support ticket and it seems it is a bug from the analytics back-end that should be fixed soon.

Got a ticket number ?

Just to give some context for Unverified Revenue:

Revenue reported in the dashboard goes through a receipt verification process for iOS App Store and Google Play Store. We take the receipt from the transaction and verify it with Apple or Google servers.

  • This process is automatic for Apple and requires the Google License Key for Google. (This can be entered on your Configure page.)

  • That is how revenue gets marked as Verified in the dashboard.

  • Sources of Unverified Revenue:

  • Google Play revenue without Google License Key

  • Revenue from other stores where verification isn’t supported (Amazon, Windows, etc.)

  • Test transactions from editor or alpha / beta testing

  • Fraud

By far, the most common cause of Unverified Revenue is fraud. Users that attempt get access to your items without providing a valid receipt will show up in your Analytics data.

If you are using Unity IAP, you can use Receipt Validation to prevent users from getting items if they do not have valid receipts. You can learn more here:

I would also recommend sending a Custom Event when you do get a valid purchase (and perhaps when you find a fraudulent attempt). This would also allow you to use funnels to track your monetization flows.

If you are not using Unity IAP, make sure your transaction events are formatted correctly, or the revenue will not be marked correctly:
https://docs.unity3d.com/Manual/UnityAnalyticsReceiptVerification.html

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