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A lot of unverified revenue
Hi guys! My games, which uses IAP, has been downloaded 2k Times recently, so I decided to check what the revenue is. It has almost 70$ unverified revenue from yesterday, but the verified revenue equals 0. What does it mean? There are a lot of unverified transactions. Will I receive the money? What can I do?
Answer by ShadyProductions · Nov 25, 2017 at 10:06 PM
Unverified revenue is revenue that cannot be validated with the relevant app store.
Unverified revenue can come from a few different sources. If the receipt parameter of a transaction is null for either iOS or Android, the system will categorize the revenue as unverified.
This is also true if the signature parameter is null for Android.
When receipt and signature (on Android) values are being correctly passed in, revenue can still be considered as unverified if the app store says it is invalid. This can happen with revenue generated from testing, or from fraudulent purchases.
Solution:
Integrating Client Side Receipt Validation is one approach to protecting against fraud: https://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html
It's a cryptographic verification of the transaction. Essentially, grab your Google Play Public Key from your account, paste it into the Dialog, and integrate the code from the link above. Then, only "fulfill" the purchase if receipt validation succeeds.
Answer by joaocarrion · Jan 05, 2021 at 11:55 PM
Hello @GoGoLoN,
Did this ever changed for you or did you find any solution? My app is 4 days old in the store and I don't believe it's famous enough for someone to try hack it already. Unverified revenue is 2 or 3 times greater than verified on Android.
Thanks!
Answer by GoGoLoN · Jan 06, 2021 at 12:08 AM
Hello @joaocarrion, It has never changed. The game became quite famous at some point (has reached ~650k downloads overall), so it's very likely that some of the players have tried to obtain the paid content using some hacks/fraudalent techniques. I have no knowledge of how those work, so I can't tell for sure if that was the cause of the weird statistics. I ended up re-testing my IAPs to make sure they work properly and leaving the case. Sorry, but looks like I'm unable to help you with that. However, if you ever figure out that, please share the solution here. Good luck with your game!
Thank you @GoGoLoN!
I think I'll add code to upload the receipts to firebase. I have local validation in place, but I can't know how that goes... my game was paid previously and google always indicated more user acquisitions than revenue. At one point I had a server problem, game services stopped working, I've figured google uses an auto-created firebase project linked to the Play Store and I had accidentally deleted the link from play console to firebase. I guess that didn't happened to you, so it probably is not that!
Good luck with your games too, if I figure something out I'll tell you!
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