Has anyone managed to get in App purchases on android yet?
Im willing to pay.
Ashley.
I’ve messed around with it a good deal, and our eventual solution was to wait for OpenFeint’s offering.
You are going to run into several problems. Here are a few, in no particular order:
- Minimum item cost of $0.99, free items not supported. This forces a direct value-comparison, by the user, between DLC for an existing experience, and purchase of a new experience. IE why should they spend $0.99 to buy an X for game Y, when they could just buy Angry Birds for $0.99 instead.
- No pingback support from Google servers to arbitrary URL. This means that the mobile device must link communication between the Google servers, and your servers. Tons of problems with this set up. Must treat mobile device as untrusted, unreliable relay and implement a layer on top of this to try and ensure reliable delivery.
- Results for market queries will come from a different thread, so you can’t call-back into Unity from Java/C as a result, otherwise you will get crashes since you are now calling back into Unity from a thread other than its own. Instead you have to set up a message-pump to drive the callbacks, and pump that from the Unity thread. Not hard, but irritating.
- Google provided code has a race condition in it that you must find and fix.
- Google provided code is a soup of design patterns that make it an unintelligible mess.
- While testing purchases, you must use Google Marketplace to refund any transaction, even ones made using a test account (see docs about this).
There are many other small issues, but I think that’s most of the big stuff. My advice would be to use something else.
Thanks for the reply zero, so am I right in thinking you never got a 100% solid solution?
Ashley.
In app purchasing for android may be an answer to piracy to upgrade free to paid.