Update Android IAP tutorial for 3.2.2

This commit is contained in:
Timo Schwarzer
2020-06-15 18:40:15 +02:00
parent b75fd032ef
commit 0f8054882a

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@@ -3,125 +3,151 @@
Android in-app purchases
========================
Godot Engine has integrated GooglePaymentsV3 module with which we can implement in-app purchases in our game.
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.
The `Godot demo projects repository <https://github.com/godotengine/godot-demo-projects>`__
has an `android_iap <https://github.com/godotengine/godot-demo-projects/tree/master/misc/android_iap>`__
example project. It includes a GDScript interface for Android IAPs.
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/misc/android_iap>`__.
Find the ``iap.gd`` script in:
.. code-block:: none
Migrating from Godot 3.2.1 and lower (GodotPaymentsV3)
------------------------------------------------------
godot-demo-projects/misc/android_iap
The new ``GodotGooglePlayBilling`` API is not compatible with its predecessor ``GodotPaymentsV3``.
Copy it to your project, then open the Project Settings, add it to the AutoLoad
list and name it as IAP so that we can reference it anywhere in the game.
Changes
*******
Getting the product details
---------------------------
- 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)
When starting our game, we will need to get the item details from Google such as the product price, description, localized price string, etc.
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:
::
# First, listen to the SKU details update callback.
IAP.connect("sku_details_complete", self, "sku_details_complete")
var payment
# Then ask Google the details for these items.
# pid1 and pid2 are our product IDs entered in the Google Play dashboard.
IAP.sku_details_query(["pid1", "pid2"])
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.
# This will be called when SKU details are retrieved successfully.
func sku_details_complete():
print(IAP.sku_details) # This will print the details as JSON format. Refer to the format in `iap.gd`.
print(IAP.sku_details["pid1"].price) # Print formatted localized price.
Querying available items
************************
We can use the IAP details to display the title, price and/or description on our shop scene.
As soon as the API is connected, you can query SKUs using ``querySkuDetails``.
Check if user purchased an item
-------------------------------
When starting our game, we can check if the user has purchased any product. **You should do this only after 2/3 seconds after your game is loaded.** If we do this as the first thing when the game is launched, IAPs might not be initialized and our game will crash on start.
Full example:
::
# Add a listener first.
IAP.connect("has_purchased", self, "iap_has_purchased")
IAP.request_purchased() #Ask Google for all purchased items
func _on_connected():
payment.querySkuDetails(["my_iap_item"], "inapp") # "subs" for subscriptions
# This will call for each and every user's purchased products.
func iap_has_purchased(item_name):
print(item_name) #print the name of purchased items
func _on_sku_details_query_completed(sku_details):
for available_sku in sku_details:
print(available_sku)
The Google IAP policy says the game should restore the user's purchases if the user replaces their phone or reinstalls the same app. We can use the above code to check what products the user has purchased and we can make our game respond accordingly.
Purchase an item
****************
Simple Purchase
---------------
We can put this purchase logic on a product's buy button.
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.
::
# First, listen for purchase_success callback.
IAP.connect("purchase_success", self, "purchase_success_callback")
payment.purchase("my_iap_item")
# Then call `purchase()` like this:
IAP.purchase("pid1") # Replace pid1 with one of your product IDs.
IAP.purchase("pid2") # Replace pid2 with another of your product IDs.
# This function will be called when the purchase is a success.
func purchase_success_callback(item):
print(item + " has purchased")
We can also implement other signals for the purchase flow and improve the user experience as you needed.
Check if the user purchased an item
***********************************
- ``purchase_fail``: When the purchase is failed due to any reason.
- ``purchase_cancel``: When the user cancels the purchase.
- ``purchase_owned``: When the user already bought the product earlier.
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.
Consumables and Non-Consumables
-------------------------------
There are two types of products - consumables and non-consumables:
- **Consumables** are purchased and used, for example, healing potions which can be purchased again and again.
- **Non-consumables** are one time purchases, for example, level packs.
Google doesn't have this separation in their dashboard. If our product is a consumable, and if a user has purchased it, it will not be available for purchase until it is consumed. So we should call the consume method for our consumables and don't call consume for your non-consumables.
Full example:
::
IAP.connect("consume_success", self, "on_consume_success")
IAP.consume("pid")
var query = payment.queryPurchases()
if query.status == OK:
for purchase in query.purchases:
if purchase.sku == "my_iap_item":
premium = true # Entitle the user to the content they bought
if !purchase.is_acknowledged:
payment.acknowledgePurchase(purchase.purchase_token)
func on_consume_success(item):
print(item + " consumed")
If our game has only consumables, we don't have to do this. We can set it to consume the item automatically after a purchase.
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.
::
IAP.set_auto_consume(true)
var query = payment.queryPurchases()
if query.status == OK:
for purchase in query.purchases:
if purchase.sku == "my_consumable_iap_item":
if !purchase.is_acknowledged:
payment.consumePurchase(purchase.purchase_token)
# Check the _on_purchase_consumed callback and give the user what they bought
If our game has only non-consumables, we can
::
Subscriptions
*************
IAP.set_auto_consume(false)
We should set the auto consume value only once when the game starts.
Testing
-------
If we add a Gmail ID as a tester in the Google Play dashboard, that tester can purchase items and they will not be charged. Another way to test IAP is using redeem codes generated by us for our game because the purchase flow is the same.
Third way of testing is in development side. If we put the product ids as shown below, we will get a static fixed response according to the product ID. This is a quick way of testing things before going to the dashboard.
- android.test.purchased
- android.test.canceled
- android.test.refunded
- android.test.item_unavailable
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