I'm new to game development and I'm developing my 1st game in unity. I want to publish my game to the Google Play Store and App Store for free without any In-App purchases, but after some updates can I add In-App purchases to my game. I want to add In-App purchases after some time because at that time I don't have too much knowledge about game development and especially C#.
According to a Unity3D docs, that should be possible.
I recommend to read a manual about integrating In-App Purchases (unity docs) or check a Unity's official tutorial (https://learn.unity.com/tutorial/unity-iap) about IAP :)
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I am in the process of developing an app which needs to have a monthly subscription in-app purchase. The first version will be on the Apple platform. I have developed it using Xamarin because it need to support Android later as well. So far so good. Now I would like to start the development of the same kind of app for Apple TV, but I would like to use Xcode and Switch for that (because I prefer that). Is there a way to share the in-app purchase between the two different apps? I was first thinking of using wildcard for my bundle id, and use the same, but that does not seem to work for in-app purchase? Or am I missing something?
Thanks
I would like to add an in-app purchase to one of my iPhone applications, to remove ads. I was planning on just adding it to the app store, and not selling the IAP through my app. All of the tutorials that I see for in-app purchases involve buying the the in-app purchase through the application. I'd like to just check to see if the purchase was made when loading the app. Is this possible, or do I have to provide the ability to purchase the IAP from within the app?
This is not the same question as the proposed duplicate. I was asking if it was possible to have an IAP that I could make available through the App Store and not the App. The suggested duplicate is titled: "In-app purchase outside of the App Store", and that's exactly opposite what I asked.
I've just had an In-App purchase approved and hit the App Store. To check the app, I've deleted my test copy and downloaded fresh from the App Store - but now I can't get the In-App purchase without paying for it. Is there a way around this? Sandbox user isn't working in the real App Store, and I don't want to make the In-App purchase free, even for a short while, during the first few days of update. Promo codes are available for the app, but not the IAP.
You can use the below link to create sand box users and test app without paying for it:
https://developer.apple.com/library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnectInAppPurchase_Guide/Chapters/TestingInAppPurchases.html
I suppose it is not possible to test (without paying) IAP once app is in app store. For this purpose sandbox environment is provided by apple so that IAP are tested in development.
I have implemented in-app purchase(non-renewing subscription) in previous version of my app and it's got approved. I have now integrated paypal for purchase purpose and removed code for in-app on pay button click. So i have now confusion about my app approval. Will it cause any problem in my new version approval if they will not found in-app anywhere in my app?
Your app is going to be rejected anyway by apple because you are integrating PayPal to buy digital goods in your app i.e allowing user to buy extra functionality of your app or allowing user to pay to remove ads from your app.
YOU CANT DO THAT. YOU MUST INTEGRATE IN-APP PURCHASE TO DO THAT.
You can integrate PayPal only to allow trading of physical goods.
Read this:
https://developer.apple.com/app-store/review/guidelines/#purchasing-currencies
Is it possible to purchase a new app from inApp Purchase in iOS, i know that i can provide a update item in Apple server or in my own server and can provide this as an inApp purchase, but by doing so it will be a same apps update or with added feature buying from InApp Purchase.
But My doubt is, is it possible to buy a separate app say,from a Travel app, purchase an game app through InApp Purchase?
Well, you can install an app trough another app - TestFlight does it for example.
But this kind of app will not pass the AppStore revision if you want to
use inApp purchase mechanism - downloading code is not allowed by Apple.
So while it technically is possible - it just won't go trough.
And if you want to implement your own payment processing: they won't allow an app that acts as an app store.