I’m trying to add in-app purchases to my Monodroid application. Has anyone successfully implemented this in their app?
I found the project AndroidInAppBillingDemo, but I’m not sure how to integrate this into my app.
I also found an article on Google Play Services which mentions in-app purchases, but I can’t find any example of how to do it.
I also found play.billing.v3. Has anyone successfully used this in their application?
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I want to know how I can add apple pay payment to my Unity game. i have tried codeless integration but it is not working, I can't find a proper video on youtube. When i tap on. button it gives me error that no products returned. I am new to Unity and ios Please help me
I tried Codeless integration of unity IAP and followed a youtube tutorial but it did not work
I'm using the Cordova plugin cordova-plugin-inapppurchase to implement yearly subscriptions for my app. I'm wondering if the iOS sandbox screens are different than those in production? I need to reassure my customer that what they're seeing now (for testing) is not what they'll see in production!
In testing in the iOS sandbox, I get this type of screen to confirm my purchase (borrowed from a Ray Wenderlich tutorial) - but I get exactly the same thing.
I was expecting a screen similar to this.
I've read though the Cordova plugin doc and some tutorials but can't find an answer.
Thanks!
It changes when it's published and installed through the app store. As long as it's built with Xcode or installed via Testflight it will say [Sandbox] and look different than how you'd expect it to be.
Is it possible and allowed to have A/B-testing for in-app-purchase for iOS and Android? I heard it's not allowed for iOS but didn't find an official document.
What about Android?
For iOS you can only test in app purchase in sandbox mode.
Now with the latest updates, iOS has launched percentage rollout feature so you can release your feature to partial users and see how your new feature is doing and then rollout to complete set.
And as for android- try going through below link and see if it helps:
https://developer.android.com/distribute/best-practices/develop/in-app-a-b-testing.html
Yes, it is possible to do A/B testing with in-app purchases but you will need to implement some custom code and either roll your own analytics platform or integrate with a third party.
If you are simply testing only the descriptions and or images that are displayed with your in-app purchase you can hard code the different variants on your client or fetch them from your own server instead of using the descriptions stored in iTunes Connect.
If you are experimenting with pricing you will have to create different versions of your in-app purchase in iTunes connect or Google Play and then your client or server can decide which price(s) to display and only show that subset of IAPs.
There are several third party analytics tools that work with iOS and Android that can help you track the performance of the different variants.
Do i have to use the Store kit framework or does Corona already cover all that is needed, through using their iOS in-app purchase guide?
Or does Corona already cover everything that is required from the Store kit framework. Or do i have to do both?
Thank you
All you need to do is create the actual In-App-Purchase information in the App Store Dev Portal. Corona has In-App-Purchase sample code that you can view that takes your special secret keys and makes In-App-Purchases work within your app.
Check out this helpful tutorial: http://coronalabs.com/blog/2013/09/03/tutorial-understanding-in-app-purchases/
I see they support in-app purchases, but I can't seem to find a definitive answer on this.
I've never even heard of this before (incidentally, thanks for bringing it to my attention) and I've been frequently visiting their website as I work on my current project, so I would say that no they don't support subscriptions. This must be a brand new revenue model Apple just unveiled, so there hasn't been time for this to find it's way into Corona.