Unity In-App Purchasing
Namespace: UnityEngine.Purchasing | Security: UnityEngine.Purchasing.Security
Package: com.unity.purchasing
Unity IAP has its own initialization path via UnityIAPServices.StoreController() → store.Connect(). It does not require UnityServices.InitializeAsync(), but they can coexist if your project uses other UGS services. If Analytics is present and InitializeAsync() is called, IAP will automatically send transaction events.
Before You Start
Always read references/pre-check.md first. It scans the project for third-party IAP packages, native Google Billing, and existing Unity IAP versions, then routes to the correct path. Do not read any other reference file or make any changes until routing is resolved.
Detailed References
- Project scan and path routing (read first): See references/pre-check.md
- API signatures & code examples: See references/api-notes.md
- Platform extensions (Apple, Google): See references/platform-notes.md
- Editing
IAPProductCatalog.json(schema, decimal serialization, refresh): See references/codeless-catalog.md - v4 → v5 migration: See references/migration-v4-to-v5.md
- Convert native Google BillingClient to Unity IAP 5: See references/path-convert-native-google-billing.md
- Convert native iOS StoreKit plugin to Unity IAP 5: See references/path-convert-native-storekit.md
- Convert Essential Kit billing to Unity IAP 5: See references/convert-essentialkit.md
- UniPay (FLOBUK) — assessment and guidance: See references/convert-unipay.md
- RevenueCat — conversion assessment and guidance: See references/convert-revenuecat.md
- Adapty — conversion assessment and guidance: See references/convert-adapty.md
- Add Unity IAP 5 to a project with no existing IAP: See references/path-add-iap-to-new-project.md
- Implement IAP D2C Capabilities (third-party payment provider — Stripe/Coda, requires v5.4+): See references/path-implement-iap-d2c.md
Read reference files on demand — only when you need specific API signatures, platform extension details, or migration mappings.
Initialization Flow
- Obtain
StoreControllerviaUnityIAPServices.StoreController()(or individual services viaDefaultStore(),DefaultProduct(),DefaultPurchase()) - Subscribe to all required events (see Required Event Subscriptions below) before calling
Connect() await store.Connect()to connect to the platform store- On
OnStoreConnected, callstore.FetchProducts(List<ProductDefinition>)to load the catalog - On
OnProductsFetched, products are ready for display and purchase
Use Awake() for initialization — ensures IAP is ready before other Start() methods.
Product types: ProductType.Consumable, ProductType.NonConsumable, ProductType.Subscription.
Fetching Products
Define products as List<ProductDefinition> and pass to store.FetchProducts(). Use StoreSpecificIds when product IDs differ across Apple/Google stores. For complex catalogs, use CatalogProvider to manage product sets and store-specific IDs.
| Method | Behavior |
|---|---|
GetProducts() | Returns the cached product list (synchronous, stale if FetchProducts not called) |
FetchProducts() | Queries the store for fresh pricing/availability and updates the cache |
GetProductById(id) | Returns a single cached product by ID |
These are NOT interchangeable. Always call FetchProducts() first before relying on GetProducts().
Two-Step Purchase Flow
IAP v5 uses a mandatory two-step flow: Pending → Confirm.
store.PurchaseProduct(product)— initiates the platform purchase dialogOnPurchasePendingfires — you receive aPendingOrder- Validate the receipt, grant content to the player
store.ConfirmPurchase(pendingOrder)— finalizes the transactionOnPurchaseConfirmedfires — receivesOrderbase type; pattern-matchConfirmedOrder(success) vsFailedOrder(confirmation failed)
You MUST call ConfirmPurchase(pendingOrder) after granting content. Unconfirmed purchases are re-delivered on next app launch to prevent lost purchases.
De-duplication: OnPurchasePending may fire multiple times for the same purchase (e.g., app restart before confirmation). Always check if content was already granted.
Consumables: Confirmed consumable purchases are NOT returned by FetchPurchases. Track consumable grants yourself (e.g., in Cloud Save or Economy).
Deferred purchases: OnPurchaseDeferred fires for Ask-to-Buy (iOS) and Google Play deferred purchases. Do NOT grant content — wait for OnPurchasePending when approved.
Restore Transactions
store.RestoreTransactions(callback) re-delivers non-consumable and subscription purchases. Each restored purchase triggers OnPurchasePending.
Required on iOS for Apple App Store compliance — add a "Restore Purchases" button.
Apple non-renewable subscriptions cannot be restored via RestoreTransactions. Track these server-side.
Receipt Validation
| Platform | Approach |
|---|---|
| Google Play | CrossPlatformValidator with GooglePlayTangle.Data() — local validation supported |
| Apple (StoreKit 2) | Local validation is a no-op. Use order.Info.Apple?.jwsRepresentation for server-side validation |
Generate tangle data via Services > In-App Purchasing > Receipt Validation Obfuscator in the Unity Editor.
Entitlement Checking
Use when you don't have the Order and want to know the status of a specific product (replaces v4's product.hasReceipt). If you already have the Order, check its type instead: PendingOrder maps to EntitledUntilConsumed (consumables) or EntitledButNotFinished (non-consumables/subscriptions), ConfirmedOrder maps to FullyEntitled.
Call store.CheckEntitlement(product) and handle store.OnCheckEntitlement. Check entitlement.Status == EntitlementStatus.FullyEntitled.
EntitlementStatus values: FullyEntitled, EntitledUntilConsumed, EntitledButNotFinished, NotEntitled, Unknown.
Fetch Existing Purchases
store.FetchPurchases() retrieves all current purchases from the store. Useful at app startup.
| Method | Behavior |
|---|---|
GetPurchases() | Returns the cached purchase list |
FetchPurchases() | Queries the store for current purchases and overwrites the cached list |
FetchPurchases() replaces the entire cached list on each call. Only non-consumables and subscriptions are r