We currently support both iOS and Android platforms and also support receipt verification.
With receipt verification, you’ll have the ability to differentiate fraud and real transactions on your dashboard.
We’ve had a lot of questions regarding the receipt verification and how to do it when using popular In-App-Purchase plugins like Prime31 or Unibill.
So we’ve come up with the following receipt guide:
For iOS
“receipt” parameter
If you leave this as null, this transaction will show up in Unverified Revenue
Well I was doing just this but after querying why I didn’t get any verified transactions I was told by Angelo Ferro that the receipt could not be base 64 encoded and I had to decode it myself before passing it to you.
The receipt can’t be Base64 encoded. It needs to be decoded first before being passed as a parameter, here is some sample code to decode it: byte[ ] data = System.Convert.FromBase64String(“IOS_RECEIPT_GOES_HERE”); string receipt = System.Text.Encoding.UTF8.GetString(data);
We recently made a change to our backend infrastructure to accept Base64 encoding for Prime31 transactions. The original instructions I sent you were correct at the time, but we wanted to simplify the receipt verification process by accepting Base64 encoded transactions (so no need to decode it!)
Either way, for Prime31 transactions on iOS, whether you send it decoded or encoded, our backend will still process it correctly. Please let us know if you have any questions
Currently, we don’t validate for duplicate receipt, but we do checks based on the timestamp of the receipt and when the transaction event was triggered. Both timestamps have to be within 1 hour.
Good to know. Time to leave Flurry and save time verifying all those fucking receipt that no-one implements in the same way.
I will surely try this service on next game.
Hi @Splipic - We apologize for the error message when you attempted entering your Google API Key. Please try this again as the error is now fixed. Let us know if you need any assistance.
Hey, I was just implementing this and I was wondering if you think it’s worthwhile and/or possible to track refunds? How would I go about doing this? I was thinking of just tracking a negative purchase value… but I wasn’t sure if that was a good idea or not.
Hi @Splipic , Yes that is the correct Google API key, as described in Google’s documentation. Our receipt verification for Google Play apps works by base64-decoding the key and using it to verify the signature in the receipt.
Is there currently a way to check the response of verified or unverified - or is that a future API? Is it foolproof enough to disable future IAP for a user with unverified transactions - assuming they have a tampered version of the app?
My instinct says no, but isn’t that the point of monitoring if the transactions are verified?
Currently there is no returned value on a Transaction method so determining if an in app purchase was verified or unverified is not possible. Our goal is to accurately display your transaction histories, by separating your verified transaction from fraudulent ones, and not to prevent fraudulent transactions from occurring.
Hello, I’m using Unity 5.2.1p2 and build games for windows, android, ios and web. Does purchase verification exist now only for android and ios? Did you plan to integrate it for windows store/phone 8.1/10 and for facebook?
Yes, we currently only support purchase verification for Android and iOS. Windows store is certainly on our roadmap but I cannot give you any real information about when it will be available. I do not believe Facebook has a purchase verification system in place, if you have any information on this you could link me that would be greatly appreciated, but I will look into the possibility of adding Facebook to our future plans as well.
We are using Unibill in Unity 5.1.1p2 and everything seems to work properly, excepted that we do not see the transactions in Unity Analytics. Even though the transactions are processed in iTunes Connect.