Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by barbe63 · Sep 16, 2016 at 08:47 PM · publishingdemo

Demo + Full versus Unlockable content

Hey guys.

I almost finished my first game to be published but one question remain.

2 different versions (demo + full version) or only one that can be upgraded. It is a mobile app that i'll first release on google play. I also wish to monetize it with ads for the free version and remove them in the paid one.

In theory I'd prefer the second choice (more user friendly) but:

  • I have no idea how to implement that or if it is even possible in google play

  • I don't know if I can remove the ads if the user is registered to have paid

  • I'm not sure it would be safe enough to manage myself the payment or if google play allows it (if it does I'm almost sure it must go through their platform and then again I have no clue of what I should do)

  • Another side note: one could crack this kind of version to unlock the full game where it should not be possible in a demo only version.

Can you please help me, guiding me with the big lines of what I should do? What choice did you make for your own apps? Any help would be really appreciated here!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by szimmermann · Sep 16, 2016 at 09:58 PM

You should always keep in mind that having 2 different versions of an app means twice the work during the submission process. You have to build twice, submit twice, and apple will most probably reject your binaries, because they don't want to have demo + full version of the same app. So the second choice is definitely the better one.

I would recommend the following:

  • Set up your own simple server capable of running php scripts and having a database like mySQL. I would recommend to use Amazon AWS because it can easily be scaled up in case your game takes off ;-)

  • Use facebook or google play login to have a unique player id that won't change. Store that player id in your database.

  • Use in app purchases to enable levels inside your game or to hide ads for users that have already purchased. Store the transaction ids of the purchases in the database together with the player id. This way you record the whole purchasing history on your server.

  • Implement server sided receipt validation for your in app purchases on your server. Cheating will be enormous without receipt validation especially on google play. In our case google analytics was reporting purchase events worth 30k US per day, while the real earnings were around 1k US per day. But even with receipt validation people will be cheating, but in combination with a smart server you can reduce it to a minimum.

Having those components you can contact your server upon launch of the app and request whatever information you will need. Depending on the response you can enable / disable levels and show or hide ad banners. You can store the progress of your game on your server and let players play on multiple devices, with their facebook or google play accounts.

This is only a rough outline of what we did with our game, I hope it helps.

Comment
Add comment · Show 3 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image barbe63 · Sep 17, 2016 at 03:11 AM 0
Share

Thanks a lot! It seems I have a lot to do!

Just a question then. How should I handle the transaction? Is there some API related to Google play I should use?

Edit: Never$$anonymous$$d I guess I found it: https://developer.android.com/google/play/billing/index.html

avatar image szimmermann barbe63 · Sep 17, 2016 at 08:42 AM 0
Share

Check this here out: This link helped me to figure out how to do receipt verification with the google php api.

[http://stackoverflow.com/questions/24323207/use-service-account-to-verify-google-inapppurchase]

avatar image barbe63 szimmermann · Sep 17, 2016 at 02:11 PM 0
Share

Ok thanks :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

53 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

iphone publishing 0 Answers

How to deploy to andriod market 2 Answers

Publishing with android license 2 Answers

Why my asset rejected in unity asset store publishing? 2 Answers

can you publish a game made from some stuff off the nightmare lesson if you change it up 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges