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?
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.
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.
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?
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.
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?