Build With RevenueCat

Build a customized mobile subscription business with RevenueCat. We do the heavy lifting of normalizing subscribers from any source and maintain a single source of truth for subscription status, so you can get back to building your app.

RevenueCat is a powerful, secure, reliable, and free to use in-app purchase server with global support. All you need to get started is an API key.

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Unity

Instructions for installing Purchases SDK for Unity

What is RevenueCat?

RevenueCat is an in-app subscription platform that makes it easy to build and manage IAPs on any platform. With the RevenueCat SDK, you can build and manage your app business on any platform without having to maintain purchase infrastructure. You can read more about how RevenueCat fits into your app or you can sign up free to start building.

Installation

1. Import the Purchases Unity package

Download the latest version of Purchases.unitypackage.

Import the downloaded unitypackage to your Unity project. Make sure the PlayServiceResolver and the ExternalDependencyManager folders are also added. These folders will install the EDM4U plugin, which will add all the Android and iOS dependencies automatically when building your project.

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ExternalDependencyManager plugin

Make sure the ExternalDependencyManager is properly installed. Otherwise our plugin will not be able to compile. If you don't see the option under the Assets menu after restarting the editor, try reinstalling the RevenueCat plugin or manually importing the EDM4U plugin.

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Android InAppBillingService in versions of purchases-unity < 2.3.0

If using the RevenueCat plugin older than 2.3.0 alongside Unity IAP or other plugin that includes the Android InAppBillingService class, or you are getting Duplicate class com.android.vending.billing.IInAppBillingService please update to the latest Unity SDK or see the legacy install instructions

2. Create a GameObject with the Purchases behavior

The Purchases package will include a MonoBehavior called Purchases. This will be your access point to RevenueCat from inside Unity. It should be instantiated once and kept as a singleton. You can use properties to configure your API Key, app user ID (if you have one), and product identifiers you want to fetch.

The Purchases behavior is configured with your RevenueCat API key and the product identifiers you want to fetch.

3. On iOS, add StoreKit.framework to Linked Frameworks and Libraries in Xcode

4. Subclass Purchases.Listener MonoBehavior

The Purchases behavior takes one additional parameter, a GameObject with a Purchases.Listener component. This will be where you handle purchase events, and updated subscriber information from RevenueCat. Here is a simple example:

using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;

public class PurchasesListener : Purchases.UpdatedPurchaserInfoListener
{
  
  private void Start()
    {
        CreateButton("Restore Purchases", RestoreClicked, 100);

        CreateButton("Do Other Stuff", DoOtherStuff, 300);

        var purchases = GetComponent<Purchases>();
        purchases.SetDebugLogsEnabled(true);
        purchases.GetOfferings((offerings, error) =>
        {
            if (error != null)
            {
                LogError(error);
            }
            else
            {
               var package = offerings.Current.Monhtly;
               if (package == null) continue;
                    var label = package.PackageType + " " + package.Product.priceString;
                    CreateButton(label, () => ButtonClicked(package), 500);
                }
            }
        });
    }
  
    void ButtonClicked(Purchases.Package package)
    {
        Purchases purchases = GetComponent<Purchases>();
        purchases.PurchasePackage(package, (productIdentifier, purchaserInfo, userCancelled, error) =>
        {
            if (!userCancelled)
            {
                if (error != null)
                {
                    LogError(error);
                }
                else
                {
                    DisplayPurchaserInfo(purchaserInfo);
                }
            } else
            {
                Debug.Log("Subtester: User cancelled, don't show an error");
            }
        });
    }
    
    void DoOtherStuff()
    {
        var purchases = GetComponent<Purchases>();
        var data = new AdjustData
        {
            adid = "test",
            network = "network",
            adgroup = "adgroup",
            campaign = "campaign",
            creative = "creative",
            clickLabel = "clickLabel",
            trackerName = "trackerName",
            trackerToken = "trackerToken"
        };

        purchases.AddAttributionData(JsonUtility.ToJson(data), Purchases.AttributionNetwork.ADJUST);
        
        purchases.GetPurchaserInfo((info, error) =>
        {
            Debug.Log("purchaser info " + info.ActiveSubscriptions);
            if (error != null) {
                LogError(error);
            }
        });
        
        Debug.Log("user ID " + purchases.GetAppUserId());
    }

    void RestoreClicked()
    {
        var purchases = GetComponent<Purchases>();
        purchases.RestoreTransactions((purchaserInfo, error) =>
        {
            if (error != null)
            {
                LogError(error);
            }
            else
            {
                DisplayPurchaserInfo(purchaserInfo);
            }
        });
    }

    
    public override void PurchaserInfoReceived(Purchases.PurchaserInfo purchaserInfo)
    {
        DisplayPurchaserInfo(purchaserInfo);
    }
    
    private void logError(Purchases.Error error)
    {
        Debug.Log("Subtester: " + JsonUtility.ToJson(error));
    }


    private void DisplayPurchaserInfo(Purchases.PurchaserInfo purchaserInfo)
    {
        // Show purchaser info on screen
    }
}

Next Steps

Updated 28 days ago


Unity


Instructions for installing Purchases SDK for Unity

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