id | The store independent ID. |
type | The product type. |
storeIDs | An optional set of store-specific identifiers, for when your product has different IDs on different stores. |
ConfigurationBuilder The referenced instance. Suitable for chaining.
Add a product with a Unity IAP ID, type and optional set of store-specific IDs.
Here is an example adding a product inside a Store class.
#pragma strict public class MyStoreClass extends MonoBehaviour { function Start() { var builder: ConfigurationBuilder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct("levelpackfoo", ProductType.NonConsumable, new IDs()); UnityPurchasing.Initialize(this, builder); } public function OnInitialized(controller: IStoreController, extensions: IExtensionProvider) { } public function OnInitializeFailed(error: InitializationFailureReason) { } public function ProcessPurchase(e: PurchaseEventArgs) { return PurchaseProcessingResult.Complete; } public function OnPurchaseFailed(item: Product, r: PurchaseFailureReason) { } }
using UnityEngine; using UnityEngine.Purchasing;
public class MyStoreClass : MonoBehaviour, IStoreListener { void Start() { ConfigurationBuilder builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); builder.AddProduct("levelpackfoo", ProductType.NonConsumable, new IDs() { "levelpackfoo", AppleAppStore.Name }); UnityPurchasing.Initialize(this,builder); } public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {} public void OnInitializeFailed(InitializationFailureReason error) {} public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e) { return PurchaseProcessingResult.Complete; } public void OnPurchaseFailed(Product item, PurchaseFailureReason r) {} }