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- .. _doc_android_in_app_purchases:
- Android in-app purchases
- ========================
- Godot offers a first-party ``GodotGooglePlayBilling`` Android plugin since Godot 3.2.2.
- The new plugin uses the `Google Play Billing library <https://developer.android.com/google/play/billing>`__
- instead of the now deprecated AIDL IAP implementation.
- If you learn better by looking at an example, you can find the demo project
- `here <https://github.com/godotengine/godot-demo-projects/tree/master/mobile/android_iap>`__.
- Migrating from Godot 3.2.1 and lower (GodotPaymentsV3)
- ------------------------------------------------------
- The new ``GodotGooglePlayBilling`` API is not compatible with its predecessor ``GodotPaymentsV3``.
- Changes
- *******
- - You need to enable the Custom Build option in your Android export settings and install
- the ``GodotGooglePlayBilling`` plugin manually (see below for details)
- - All purchases have to be acknowledged by your app. This is a
- `requirement from Google <https://developer.android.com/google/play/billing/integrate#process>`__.
- Purchases that are not acknowledged by your app will be refunded.
- - Support for subscriptions
- - Signals (no polling or callback objects)
- Usage
- -----
- Getting started
- ***************
- If not already done, make sure you have enabled and successfully set up :ref:`Android Custom Builds <doc_android_custom_build>`.
- Grab the``GodotGooglePlayBilling`` plugin binary and config from the `releases page <https://github.com/godotengine/godot-google-play-billing/releases>`__
- and put both into `res://android/plugins`.
- The plugin should now show up in the Android export settings, where you can enable it.
- Getting started
- ***************
- To use the ``GodotGooglePlayBilling`` API you first have to get the ``GodotGooglePlayBilling``
- singleton and start the connection:
- ::
- var payment
- func _ready():
- if Engine.has_singleton("GodotGooglePlayBilling"):
- payment = Engine.get_singleton("GodotGooglePlayBilling")
- # These are all signals supported by the API
- # You can drop some of these based on your needs
- payment.connect("connected", self, "_on_connected") # No params
- payment.connect("disconnected", self, "_on_disconnected") # No params
- payment.connect("connect_error", self, "_on_connect_error") # Response ID (int), Debug message (string)
- payment.connect("purchases_updated", self, "_on_purchases_updated") # Purchases (Dictionary[])
- payment.connect("purchase_error", self, "_on_purchase_error") # Response ID (int), Debug message (string)
- payment.connect("sku_details_query_completed", self, "_on_sku_details_query_completed") # SKUs (Dictionary[])
- payment.connect("sku_details_query_error", self, "_on_sku_details_query_error") # Response ID (int), Debug message (string), Queried SKUs (string[])
- payment.connect("purchase_acknowledged", self, "_on_purchase_acknowledged") # Purchase token (string)
- payment.connect("purchase_acknowledgement_error", self, "_on_purchase_acknowledgement_error") # Response ID (int), Debug message (string), Purchase token (string)
- payment.connect("purchase_consumed", self, "_on_purchase_consumed") # Purchase token (string)
- payment.connect("purchase_consumption_error", self, "_on_purchase_consumption_error") # Response ID (int), Debug message (string), Purchase token (string)
- payment.startConnection()
- else:
- print("Android IAP support is not enabled. Make sure you have enabled 'Custom Build' and the GodotGooglePlayBilling plugin in your Android export settings! IAP will not work.")
- All API methods only work if the API is connected. You can use ``payment.isReady()`` to check the connection status.
- Querying available items
- ************************
- As soon as the API is connected, you can query SKUs using ``querySkuDetails``.
- Full example:
- ::
- func _on_connected():
- payment.querySkuDetails(["my_iap_item"], "inapp") # "subs" for subscriptions
- func _on_sku_details_query_completed(sku_details):
- for available_sku in sku_details:
- print(available_sku)
- Purchase an item
- ****************
- To initiate the purchase flow for an item, call ``purchase``.
- You **must** query the SKU details for an item before you can
- initiate the purchase flow for it.
- ::
- payment.purchase("my_iap_item")
- Then, wait for the ``_on_purchases_updated`` callback and handle the purchase result:
- ::
- func _on_purchases_updated(purchases):
- for purchase in purchases:
- if purchase.purchase_state == 1: # 1 means "purchased", see https://developer.android.com/reference/com/android/billingclient/api/Purchase.PurchaseState#constants_1
- # enable_premium(purchase.sku) # unlock paid content, add coins, save token on server, etc. (you have to implement enable_premium yourself)
- if not purchase.is_acknowledged:
- payment.acknowledgePurchase(purchase.purchase_token) # call if non-consumable product
- if purchase.sku in list_of_consumable_products:
- payment.consumePurchase(purchase.purchase_token) # call if consumable product
- Check if the user purchased an item
- ***********************************
- To get all purchases, call ``queryPurchases``. Unlike most of the other functions, ``queryPurchases`` is
- a synchronous operation and returns a :ref:`Dictionary <class_Dictionary>` with a status code
- and either an array of purchases or an error message. Only active subscriptions and non-consumed one-time purchases are returned.
- Full example:
- ::
- var query = payment.queryPurchases("inapp") # Or "subs" for subscriptions
- if query.status == OK:
- for purchase in query.purchases:
- if purchase.sku == "my_iap_item" and purchase.purchase_state == 1:
- # enable_premium(purchase.sku) # unlock paid content, save token on server, etc.
- if !purchase.is_acknowledged:
- payment.acknowledgePurchase(purchase.purchase_token)
- # Or wait for the _on_purchase_acknowledged callback before giving the user what they bought
- Consumables
- ***********
- If your in-app item is not a one-time purchase but a consumable item (e.g. coins) which can be purchased
- multiple times, you can consume an item by calling ``consumePurchase`` with a purchase token.
- Call ``queryPurchases`` to get the purchase token. Calling ``consumePurchase`` automatically
- acknowledges a purchase.
- Consuming a product allows the user to purchase it again, and removes it from appearing in subsequent ``queryPurchases`` calls.
- ::
- var query = payment.queryPurchases("inapp") # Or "subs" for subscriptions
- if query.status == OK:
- for purchase in query.purchases:
- if purchase.sku == "my_consumable_iap_item" and purchase.purchase_state == 1:
- # enable_premium(purchase.sku) # add coins, save token on server, etc.
- payment.consumePurchase(purchase.purchase_token)
- # Or wait for the _on_purchase_consumed callback before giving the user what they bought
- Subscriptions
- *************
- Subscriptions don't work much different from regular in-app items. Just use ``"subs"`` as second
- argument to ``querySkuDetails`` to get subscription details.
- Check ``is_auto_renewing`` in the results of ``queryPurchases()`` to see if a
- user has cancelled an auto-renewing subscription
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