In-App Purchases

Hello,

I am going to be implementing in-app purchases soon and I was wondering if some of you who have done this within the Unity iPhone framework would share your experiences. I’ve read the StoreKit docs and had a look at this thread http://forum.unity3d.com/viewtopic.php?t=36738&sid=0d769711c3c62fb9011feed5c7f1c780. Have any of you used UrbanAirship for your in-app purchases? If so are there any gotchas that I should be aware of (other than the obvious financial costs). How easy is integration within Unity project, etc.

I would also be interested in hearing about any other custom implementations or general experiences with in-app purchases where your Unity content the user purchased was NOT already contained within your app, but actually downloaded.

Anything else as well that I may not have considered?

Thanks in advance for any advice.

–J

Hmm. Semi-bump, semi hard to believe noone has done this. But, if it is as it appears and I have to fly at this solo then maybe I’ll package up my solution and make it available either free or for charge.

If you do roll your own, and it supports downloadable content without assetbundles, I would be very interested.

I’d go for Urbain Airship or iLime, since most people won’t want to deal with having their own server for this.

First run will be assetbundles as that is my immediate need, but I will keep in mind the desire for non bundle related materials.

Thanks for reply.

I’ve done StoreKit, and I know a couple of others here have used the Enhancement Pack to do it, too. It’s not tough to do, just a lot of work outside of Unity to set up the SKUs and so on. I imagine Urban Airship would be about as easy to integrate.

The examples I know of have the content already in the app, and simply turn it on or off based on what happens with StoreKit. But using an asset bundle should be not very different.

I’ve used the one in the enhancement pack fairly extensively now (we use it in roughly 5 apps), and it’s been a great success.

Do you have any source code for the Enh pack StoreKit you can share? I have looked at the example StoreKit function in the Enh Pack Google Group and am totally stumped by it. Can you share your code please?

You can buy the Enhancement Pack including all its features at Unity iPhone Enhancement - Better iPhone Games

Yeah, you don’t want to see my code.

It’s at best ‘Flakey’.

Been trying to get in contact with ol’ stinko for a while to see if he’s updated it, and I’d also like iTunes links to work from within his in-app browser.

Stinkbot, where art thou?

hey there, i am trying to use storekit inside unity with 3.1.3 (we are only using storekit functions)
but i get a build error in xcode. has anyone else haad this problem or have a suggestion?

this is my process:
i comment these out.

#define SB_BASIC
//#define SB_IPOD
//#define SB_EMAIL
#define SB_STOREKIT
//#define SB_MICLEVEL
//#define SB_FACEBOOK
//#define SB_SCORELOOP
//#define SB_FLURRY
//#define SB_OPENFEINT
//#define SB_TVOUT

then in xcode i get this error ( after it builds … in the debugger)
Program received signal: “EXC_BAD_INSTRUCTION”.

does anyone have any advice? thanks much.
Chris