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 instead of the now deprecated AIDL IAP implementation.
If you learn better by looking at an example, you can find the demo project here.
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. 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 Android Custom Builds. Grab the``GodotGooglePlayBilling`` plugin binary and config from the releases page 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")
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 Dictionary with a status code and either an array of purchases or an error message.
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":
premium = true # Entitle the user to the content they bought
if !purchase.is_acknowledged:
payment.acknowledgePurchase(purchase.purchase_token)
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.
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":
if !purchase.is_acknowledged:
payment.consumePurchase(purchase.purchase_token)
# Check the _on_purchase_consumed callback and give 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