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Answer by testure · Jun 23, 2011 at 10:50 PM
I'm not aware of an 'out of the box' solution for this (there's one for android that I'm aware of, but not PC/Mac)- but there may be something lurking in some dark corner of the Asset Store if you check there.
I would imagine that it isn't all that hard to roll your own once you start breaking down the components. for example- if you're using Unity Pro, you could use libCurl to connect to just about any payment gateway (such as paypal) to verify transaction details. You'd need to parse the XML response from the payment gateway to find out if it was successful- and if so, release/unlock the content. You may or may not need some sort of SSL-enabled middle man for the transaction- that all depends on whoever you're using for payment processing and what their requirements are.
If the game is going to land in the $$anonymous$$ac App Store do I always need to go with purchase by Apple? Because I'm planning it for both Windows and $$anonymous$$ac going through apple and then inventing another solution for win makes it more difficult.
I'm not aware of windows apps being able to purchase things from the mac app store. I could be wrong there, but if I'm right you're in the same boat anyway. For the record- libCURL is available for pretty much every platform, so at most you'd be looking at pointing to a different library for the mac build.
Regarding apple's policies specifically, I don't know what they're going to require in terms of in-app purchases. It does seems likely that they would force you to route your money through them so they can take a slice.
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