![]() A lot of our UGS systems are brand new, whilst some have existed in one form or another for a while. ![]() I'm sorry that you have found the process so painful. Thanks for sharing your feedback we really value it and appreciate you taking the time to share it with us. ![]() Sometimes especially the dashboard part, seems that the team is trying to fit the maximum amount of features possible, but not putting too much attention on how those tools will be used day-by-day. Third and final point, god this is a PAID service! The lack of integration inside unity's own tools is astonishing. I understand that this is a store limitation (that I had to dig into the IAP forum to find it, nothing was said about this in the documentation), but we need a way to properly test it, especially inside the editor. Now, do you know how to properly test it? You have to publish it and make a real purchase! Not even an sandbox account, real money has to be spent! Hurray! If you don't, the payload (from both google and apple) will come empty, and you can't test anything with it. Or google.īesides that, the localCost, why is up to the developer to convert it to the right amount? Couldn't you receive the exactly amount reported by the store (double) and convert it internally? You already ask for the currency code, so now everybody has to do a conversion, that the plugin should already do it by itself. How would you get it? Perhaps with a crystal ball. Public RedeemAppleAppStorePurchaseArgs ( string realMoneyPurchaseId, string receipt, int localCost, string localCurrency )Ĭool, just take the and send it, right? Wrong! Its actually the payload.
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