Unity

Unity integration

Introduction

The users can buy Virtual Items either individually or in packs. After a virtual item is purchased it will be added to the user's inventory. You can use the PLAY Dev Dashboard to create new store offers and virtual items.

Each store offer can contain one or more virtual items to sell. Price info data is also part of the store offer. It is also possible to sell virtual items without creating store offers.

StoreOffer
  • id (string): Unique id or the store offer.

  • name (string): Name of the store offer.

  • description (string): Description of the virtual item.

  • appIds (List<string>): List of project id where your store offer can be accessed.

  • createdAt (long): Date and time of the store offer creation.

  • updatedAt (long): Date and time of the last update on the store offer.

  • createdBy (string): User ID of the creator of the store offer.

  • updatedBy (string): User ID of the last person who updated the store offer.

  • tags (List<string>): List of tags to filter the store offers.

  • time (TimeInfo): Contains the time infos for your store offer.

  • itemIds (List<string>): List of items available in your store offer

  • prices (List<PriceInfo>): List of prices defined for this store offer. Used to process transaction with the user's currencies.

  • properties (List<Property>): List of properties you can store in json format to retrieve with the store offer.

Buy Virtual Items and Store offers

In case the virtual item contains prices information

using System.Collections.Generic;
using UnityEngine;
using RGN.Modules.Store;
using RGN.Modules.VirtualItems;
using RGN.Modules.Currency;
using RGN.Modules.Inventory;

public class StoreExamples : MonoBehaviour
{
    public async void BuyVirtualItemAsync(VirtualItem virtualItem)
    {
        List<string> itemsToPurchase = new List<string>() { virtualItem.id };
        PurchaseResult purchaseResult = await StoreModule.I.BuyVirtualItemsAsync(itemsToPurchase);
        // purchaseResult returns the purchased items and updated currencies
        List<Currency> updatedCurrencies = purchaseResult.updatedCurrencies;
        List<InventoryItemData> purchasedItems = purchaseResult.items;
    }
}

Purchase from store offer

using System.Collections.Generic;
using UnityEngine;
using RGN.Modules.Store;
using RGN.Modules.Currency;
using RGN.Modules.Inventory;

public class StoreExamples : MonoBehaviour
{
    public async void BuyStoreOfferAsync()
    {
        PurchaseResult purchaseResult = await StoreModule.I.BuyStoreOfferAsync("storeOfferId");
        // purchaseResult Returns the purchased items and updated currencies
        List<Currency> updatedCurrencies = purchaseResult.updatedCurrencies;
        List<InventoryItemData> purchasedItems = purchaseResult.items;
    }
}

Get store offer

using System.Collections.Generic;
using UnityEngine;
using RGN.Modules.Store;

public class StoreExamples : MonoBehaviour
{
    public async void GetStoreOfferAsync()
    {
        // Get the first 10 offer
        List<StoreOffer> offers = await StoreModule.I.GetWithVirtualItemsDataForCurrentAppAsync(10);
        // Pick the first returned offer for log purposes
        StoreOffer firstStoreOffer = offers[0];
        Debug.Log($"Store offer id : {firstStoreOffer.id}");
        // Log the virtuals items name for this offer
        foreach (var virtualItem in firstStoreOffer.virtualItems)
        {
            Debug.Log($"Virtual item name : {virtualItem.name}");
        }
    }
}

Buy Virtual Items NFT

In order to purchase NFTs, there is some additional check you will need to do to make sure the user has all the requirements. Here's an example:

using System.Collections.Generic;
using UnityEngine;
using RGN;
using RGN.Modules.Wallets;
using RGN.Modules.SignIn;
using RGN.Modules.Store;

public class NFTPurchaseExamples : MonoBehaviour
{
    private async void BuyNFTVirtualItem()
    {
        bool authWithEmail = RGNCoreBuilder.I.CurrentAuthState.AuthProvider == EnumAuthProvider.Email;
        if (!authWithEmail)
        {
            EmailSignInModule.I.TryToSignIn();
            return;
        }

        bool hasBlockchainRequirement = await WalletsModule.I.IsUserHasBlockchainRequirementAsync();
        if (!hasBlockchainRequirement)
        {
            WalletsModule.I.CreateWallet();
            return;
        }

        List<string> virtualItemIds = new List<string> { "myNftVirtualItemId" };
        PurchaseResult purchaseResult = await StoreModule.I.BuyVirtualItemsAsync(virtualItemIds);
    }
}