Create a new mapping of store identifiers to store names.
Here is an example of constructing an IDs for a Store class.
#pragma strict public class MyStoreClass extends MonoBehaviour { function Start() { var builder: ConfigurationBuilder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance()); var productIds: IDs = new IDs(); builder.AddProduct("levelpackfoo", ProductType.NonConsumable, productIds); 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()); IDs productIds = new IDs() { { "levelpackfoo", AppleAppStore.Name }, { "com.unity3d.purchasing.levelpackfoo", GooglePlay.Name, WinRT.Name } }; builder.AddProduct("levelpackfoo", ProductType.NonConsumable, productIds); 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) {} }