IAP Manager Pro is a total solution for in-app purchase and game data management. It provides an easy way to manage the in-app purchase, virtual currencies, inventories, game level data and player properties in the game. With a powerful UI template system for displaying managed object data.
Hello I have just bought this and have sent you an email through the contact of your website
I have choosen this one as I think it looks like a professional, high quality and well done IAP manager and I need to use both real money and virtual currencies.
We are happy that we have tested the game using your IAP Manager Pro and all the in-app purchases work correctly and all is working right as expected and is good
I have sent you by email a question about using promo codes
I needed to add virtual currency to my game, and I do not know nothing about programming, and so I was searching some asset that can do it for me, I bought another one but was not good, and then I found this one, and after learning how to use it, it has been great and works very well for what I wanted that was having to buy 7 different cars, 4 scenes and 15 different weapons.
It is easy to use and configure all the needed things in Unity inspector, is very clean and well done.
Although for more complex things you may need to know about events and API usage
And the best thing is that the developer gives an excellent, fast and friendly support and will care if there is a problem related to this asset, which is something very important
And also the price is really low and very good for all that you get and for the support.
Maybe is not good for everyone and for everything, but surely for me it did all that I wanted and needed.
Hey!
How to create unlockable skins? I want to have several skins locked and buy it for virtual currency (coins). Every skin should be bought only once, and then it should be available for selection.
I don’t understand if it should be “inventory” items or “IAPs” or something else, and how to setup it properly…
I even tried your example scene, and “Remove Ads” button is inactive too, so seems like a problem is on your side.
Also, I don’t understand how to unlock items instead of adding some amount of it.
Inventory items have “Locked” option (not mentioned in manual) and API has Unlock() and IsLocked() methods, but there’s no way to unlock them without coding, from IAP package settings.
UPD: I tested more, seems like “Non-consumable” and “Subscription” modes for IAP Packages are not working.
“Non-consumable” just makes the button inactive, and “Subscription” behaves like “Consumable”
Now, the unlock options for inventory can only set by API. I will check if it is possible to do it without coding.
Are you testing on editor? The “Non-consumable” and “Subscription” only work for real device. Since it is reading status of real purchase on app store.
I am trying to implement IAP manager pro into my game, but I am having a few issues and dont seem to understand how this asset works.
Question 1)
I have a ScoreManager.cs which has a playerprefs set up with a “LifeScore”
example.
if (PlayerPrefs.HasKey("LifeScore"))
{
oldTotalScore = PlayerPrefs.GetFloat("LifeScore");
}
When I create a new currency within the IAP Manager Pro, my identifier and title should be:
identify = LifeScore?
Title = Points (can this can be anything?)
Does the IAP Manager Pro see that I have a playerpref set up with “LifeScore” and will it just add to this when I purchase?
If not, how would I link my PlayerPref LifeScore with the IAP Manager Pro?
Question 2)
In the apple app store, I have set up 5x in app non consumable purchases
I have 5 sets of Product IDs
example
com.companyname.gamename.character01
com.companyname.gamename.character02
com.companyname.gamename.character03
com.companyname.gamename.character04
com.companyname.gamename.character05
How do I link this to my non consumable items within the IAP Manager Pro, I am a bit unclear on that?
Under the IAP section, would I add in app purchase?
ID = com.companyname.gamename.character01
Type = non consumable
Tag = nothing
Icon = Image of character01
Fetch enabled
I want to attach this a button which is intractable if purchased, otherwise its remained disabled
IAP Manager Pro use a internal namespace for storing data in PlayerPref. So, it will not link to your player pref automatically.
Two solutions,
Use IAPManager to manage the “LifeScore” property.
Connect the purchase event in IAPManger to your own script.
You can create make a custom template button.
In your UI Canvas, create a empty gameobject. Add a UI Button name it “unlocked_button”. In the gameobject, add a component “IAP Template”. Select the non consumable item id in the template. Then, it will auto enable the button when it is purchase.
Hello i am really newbie to this and have very low knowledge of coding and understanding some functions, i some understood in the manual and videos, but wonder if you´re updating more videos to your channel for the full understanding of your manual, for example in the chapter XII API, are those included in the package or do i need to do a research to make sure how these works. Also the thing you manage as “inventory” i am up to see as in app purchases (With currency). Idk if it is possible to create an inventory with multiple slots and allows to drag and drop these into another scene, like in a room wherein players can use items to decorate it for example.
Also, where to get the icons you use in the videos, are these included in the assets or i could buy apart?
Hi, IAPManager Pro only provide data level management on inventory and connection to existing UI. It did not included the UI you mention like drag and drop.
Hi, thank you very much for the asset. I tried to import the project in Unity 2019.2.19f1, but Unity complained that parts of the package were out of date, and will not compile with errors such as:
Assets/Digicrafts/IAPManager/Scripts/IAPCommon.cs(141,10): error CS0246: The type or namespace name ‘Product’ could not be found (are you missing a using directive or an assembly reference?)
Is the project compatible with the latest unity? Thank you!