Skip to content

Mobile In-App Purchases (IAP) in Unity

Overview

Disclaimer: Openfort is not responible of such integration to be approved by Apple and/or Google

This sample project showcases the Openfort advanced & compliant integration with In-App Purchasing in Unity. The objective of this integration sample is to implement and showcase a crypto In-App Purchasing system compliant with the rules/guidelines companies like Apple have set for this type of purchases in mobile apps.

Specifications

The sample includes:

Application Workflow

Openfort In-App Purchase Advanced Sample workflow

Prerequisites

Setup Openfort dashboard

  • Add an NFT contract

    This sample requires an NFT contract to run. We use 0xbed6a05ce8719bc00db1cc81a814192c82be1bb1 (contract deployed in 80002 Amoy). You can use it for this tutorial too:

    Contract Info
  • Add an ERC20 contract

    This sample also requires an ERC20 contract to run. You can deploy a standard one and then add it to the Openfort dashboard following the same logic as above.

  • Add a Policy

    We aim to cover gas fees for our users when they mint the NFT. Set a new gas policy for that:

    Gas Policy

    Add a rule so the NFT contract uses this policy:

    NFT Policy Rule

    Add also a rule for the ERC20 contract:

    ERC20 Policy Rule
  • Create two backend wallets

    Backend wallet
    1. Enter a name (treasure account) and click Add account. This will automatically create a custodial wallet that we'll use to transfer the ERC20 tokens to the users. IMPORTANT: Transfer a good amount of tokens from the created ERC20 contract to this wallet to facilitate testing.
    2. Enter a name (minting account) and click Add account. This will automatically create a custodial wallet that the users will transfer the NFTs to when they choose the sell them. They'll get rewarded from the Treasury Dev Account afterwards.

Set up ugs-backend

Set up unity-client

In Unity go to Edit --> Project Settings --> Services and link the unity-client to your UGS Project:

Services settings

Select your Environment:

UGS environment

Now make sure In-App Purchasing is enabled and Current Targeted Store is set to Google Play. Then follow the instructions to set the Google Play License Key to your UGS project:

Google Play License Key

Your UGS project dashboard should look like this:

License key in UGS dashboard

Apple AppStore doesn't need this license key configuration so if you're targeting iOS you're good to go.

Android deployment

  • Build App Bundle

    In Unity go to Android Player settings and make sure Other Settings looks like this:

    Android Player settings

    Also, make sure to sign the application with a Keystore in Publishing Settings:

    Application Signing

    Then go to Build Settings, check Build App Bundle (Google Play) and choose Build:

    Build
  • Set up Google Play Console

    • Create internal release

      On your Google Play Console app, go to Release --> Testing --> Internal testing --> Testers and select or create an email list with the emails that will test your app. Then choose Create new release:

      New release

      Upload the .aab file and then choose Next:

      Upload build

      If needed, solve pending errors and warnings and then choose Save and publish:

      Save and publish
    • Import IAP catalog

      On your Google Play Console app, go to Monetize --> Products --> In-app products and choose Import:

      Create product

      Upload the GooglePlayProductCatalog.csv file (which contains all the in-app products) and choose Import:

      Import products

      You should see all the products have been created:

      Products created
  • Testing

    Once the internal testing release is published, you have two options to test:

    Internal testing link

iOS deployment

  • Xcode: Build & Archive & Upload

    In Unity go to File --> Build Settings and choose Build And Run:

    Build to Xcode

    This will automatically open Xcode. If you encounter a signing error, select your development team and enable Automatically manage signing:

    Build to Xcode: error

    Start the building process again (cmd + B) and when completed, go to Product --> Archive:

    Build to Xcode: archive

    After completing, choose Distribute App:

    Build to Xcode: Distribute app

    Select TestFlight & App Store to enable both internal and external testing and choose Distribute:

    Build to Xcode: distribute

    The app will be uploaded to App Store Connect:

    Build to Xcode: complete
  • Set up App Store Connect app

    Go to App Store Connect Apps, choose your newly uploaded app and under Distribution --> In-App Purchases add the purchases:

    Build to Xcode: in-app purchases

    Remember to fill the same Product ID as you have set in your Unity IAP Catalog. Do it for all your products:

    Build to Xcode: catalog

    Go to the TestFlight section and choose Manage Missing Compliance for your build:

    Build to Xcode: catalog
  • Testing

    Go to Internal Testers (add testers) and you should see your build ready to be tested:

    Build to Xcode: testers

    Open the TestFlight in the iOS device where your tester Apple ID is configured and test the app!

Conclusion

Upon completing the above steps, your Unity game will be fully integrated with Openfort and Unity In-App Purchasing service. Always remember to test every feature before deploying to guarantee a flawless player experience.

For a deeper understanding of the underlying processes, check out the tutorial video.

Get support

If you found a bug or want to suggest a new [feature/use case/sample], please file an issue.

If you have questions, or comments, or need help with code, we're here to help: