Prime31 - StoreKit Server Product Model

Alrighty, how do I use the Prime31 store kit plugin to implement a Server Product Model.
What I need to occur is what Fragger does, you unlock a new level and then it downloads from their server. In Fragger, Once the level has finished downloading you don’t even have to reload the app, you can select the level and jump right in! How in the world do they do this?? Apple has no documentation on how to implement something like this. I have documentation on sending and checking receipts but everything else I need to do I have know idea on where to start. Any suggestions?

@marklennartprice, what you want to do is setup your products in iTunes Connect as non-consumables. Call purchaseProduct to initiate a purchase. From there you have 2 options:

  1. if you have Unity Pro, you can create asset bundles that you would then download from a server to allow the user to play the new levels
  2. have the levels already in your game but at this point you can enable them

Hi,
Bought the Prime31 StorKit, but I have no experience with C, so I’m trying to learn :slight_smile:

Great plugin that was easy to test with the included test scene :slight_smile:

I wonder if anyone could help me, or put me in the right direction of displaying buttons of all my products dynamically from a list of products identifiers on a server.

I have a list of products identifiers that I receive from my server, and I check the identifiers against app store using StoreKit. I successfully get a list of my products in the debug. Since I’m completely new to C, I wondering how I can use this to create a button for each product, and then check if the product is already bought, so I can set the button to open instead of buy.

I guess I have to do some magic in the “StoreKitEventListener.cs” “productListReceived”, but how do I send this information to the OnGUI inside “StoreKitGUIManager.cs” to display buy/open buttons on the screen for each product.

Great if someone could write a short sample code with some explanations:)

@SluDan:

Can you let me know how do you add the product in itunes Connect and get the product identifier? I dont see any option for adding
product in iTunes Connect.

As you mentioned in your above post that you have received a list of product identifier from your server. I m confused here. Where should
we add the products and it details.

Thanks in advance.

@smkamran, you have to login to iTunes Connect, setup an app then just click the “Manager In-App Purchases” button.

@Prime31:

I m technical user. I have created new application and entered Version Information, Meta Data and uploads the Icon/screenshots.I have not yet upload the binary as it is not required until app is ready.

The problem is that I don’t see “Manager In-App Purchases” button.

@smkamran, make sure your contracts are in order with iTunes Connect. If you still don’t see the button you will need to shoot them an email to find out why you are not IAP enabled on your account.

@Prime:

Thanks. It was the contract issue.

I read in article “In App Purchase A full Walk through” in step 6 (Add a product → Fill in the production information - > Screen shot)

“After saving the product, just choose the “Submit with app binary” option.”

when I click Save. I don’t see “Submit with app binary” option. I found below

The first In-App Purchase for an app must be submitted for review at the same time that you submit an app version. You must do this on the Version Details page. Once your binary has been uploaded and your first In-App Purchase has been submitted for review, additional In-App Purchases can be submitted using the table below.

There is a “Done” button.

Note: I have not yet upload the binary yet.

@Prime:

Can I test the In App Purchase without submitting the binary and without submitting the In-App Purchase for review ?

You should not submit a binary until your game is ready to be sold. You do not need to submit it to test IAP.