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Unity IAP and Billing – Cross Platform Native Plugins: Essential Kit

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to Billing and IAP
0:21 Overview
1:16 Setup
3:35 iOS
5:03 Android
6:27 Usage and Code
16:30 Setup in Unity

In this tutorial lesson on how to use the Cross Platform Native Plugin 2 in Unity, I will show you how to use the Billing service to create in-app purchases. Adding a store and in-app purchase to your project is one of the best ways to monetize your games. This allows the users to purchase actual content in your game versus monetizing your game with ads only.

IG_Billing.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using VoxelBusters.EssentialKit;
using VoxelBusters.CoreLibrary;

public class IG_Billing : MonoBehaviour
{
    [SerializeField] Button OpenStoreButton; //Holds the first button used to enable to Store UI
    [SerializeField] GameObject storePanel; // Holds the Store UI so we can toggle it on and off

    [SerializeField] Button[] purchaseButtons; //An Array of all the puchase buttons in our store so we can enable each one if purduct is available

    // Start is called before the first frame update
    void Start()
    {
        //Check to see if Billing Services in enable in Essental Kit settings if true enable OpenStoreButton and initialize store
        if (BillingServices.IsAvailable())
        {
            OpenStoreButton.interactable = true;
            BillingServices.InitializeStore();
        }
    }

    private void OnEnable()
    {
        // register for events
        BillingServices.OnInitializeStoreComplete += OnInitializeStoreComplete;
        BillingServices.OnTransactionStateChange += OnTransactionStateChange;
        BillingServices.OnRestorePurchasesComplete += OnRestorePurchasesComplete;
    }

    private void OnDisable()
    {
        // unregister from events
        BillingServices.OnInitializeStoreComplete -= OnInitializeStoreComplete;
        BillingServices.OnTransactionStateChange -= OnTransactionStateChange;
        BillingServices.OnRestorePurchasesComplete -= OnRestorePurchasesComplete;
    }

    // Register for the BillingServices.OnInitializeStoreComplete event

    private void OnInitializeStoreComplete(BillingServicesInitializeStoreResult result, Error error)
    {
        if (error == null)
        {
            // update UI
            // show console messages
            var products = result.Products;
            Debug.Log("Store initialized successfully.");
            Debug.Log("Total products fetched: " + products.Length);
            Debug.Log("Below are the available products:");
            for (int iter = 0; iter < products.Length; iter++)
            {
                //Enable each purchase button in the store for each product that is available and not already purchased
                purchaseButtons[iter].interactable = !BillingServices.IsProductPurchased(products[iter]);
                var product = products[iter];
                Debug.Log(string.Format("[{0}]: {1}", iter, product));
            }
        }
        else
        {
            Debug.Log("Store initialization failed with error. Error: " + error);
        }

        var invalidIds = result.InvalidProductIds;
        Debug.Log("Total invalid products: " + invalidIds.Length);
        if (invalidIds.Length > 0)
        {
            Debug.Log("Here are the invalid product ids:");
            for (int iter = 0; iter < invalidIds.Length; iter++)
            {
                Debug.Log(string.Format("[{0}]: {1}", iter, invalidIds[iter]));
            }
        }
    }

    //This function is set to the on click of each purchase button with the static paramenter set to the products index in Essental Kits settings
    public void Purchase(int productIndex)
    {
        if (BillingServices.CanMakePayments())
        {
            BillingServices.BuyProduct(BillingServices.Products[productIndex]);
        }
    }

    private void OnTransactionStateChange(BillingServicesTransactionStateChangeResult result)
    {
        var transactions = result.Transactions;
        for (int iter = 0; iter < transactions.Length; iter++)
        {
            var transaction = transactions[iter];
            switch (transaction.TransactionState)
            {
                case BillingTransactionState.Purchased:
                    //Check for Receipt. if valid send product to RewardPurchase function
                    if (transaction.ReceiptVerificationState == BillingReceiptVerificationState.Success)
                    {
                        RewardPurchase(transaction.Payment.ProductId);
                    }
                    Debug.Log(string.Format("Buy product with id:{0} finished successfully.", transaction.Payment.ProductId));
                    break;

                case BillingTransactionState.Failed:
                    Debug.Log(string.Format("Buy product with id:{0} failed with error. Error: {1}", transaction.Payment.ProductId, transaction.Error));
                    break;
            }
        }
    }

    //This function is set to the on click of the Restore Purchase button.
    public void Restore()
    {
        BillingServices.RestorePurchases();
    }

    private void OnRestorePurchasesComplete(BillingServicesRestorePurchasesResult result, Error error)
    {
        if (error == null)
        {
            var transactions = result.Transactions;
            Debug.Log("Request to restore purchases finished successfully.");
            Debug.Log("Total restored products: " + transactions.Length);
            for (int iter = 0; iter < transactions.Length; iter++)
            {

                var transaction = transactions[iter];
                //Check for Receipt. If valid send product again to the RewardPurchase function
                if (transaction.ReceiptVerificationState == BillingReceiptVerificationState.Success)
                {
                    RewardPurchase(transaction.Payment.ProductId);
                }
                Debug.Log(string.Format("[{0}]: {1}", iter, transaction.Payment.ProductId));
            }
        }
        else
        {
            Debug.Log("Request to restore purchases failed with error. Error: " + error);
        }
    }
    
    //This function is set to the on click of open and close buttons for toggling the Store UI on and off

    public void ToggleStore()
    {
        storePanel.SetActive(!storePanel.activeInHierarchy);
    }

    //This function is used to reward to player with everything they have purcahse.
    void RewardPurchase(string productID)
    {
        //Add switch cases for each product you have in your  products array
        switch(productID)
        {
            case "remove_ads":
                Debug.Log("Reward product and save to cloud");
                IG_CloudSaving.instance.myCloudData.hasRemoveAds = true;
                IG_CloudSaving.instance.SaveCloudData(IG_CloudSaving.instance.cloudDataKey, IG_CloudSaving.instance.myCloudData);
                purchaseButtons[0].interactable = false;
                break;
        }
    }
    
    void PlayAd()
    {
        if (IG_CloudSaving.instance.myCloudData.hasRemoveAds)
            return;
        //Display an ad here!
    }
    
}
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Cross Platform Native Plugins: Essential Kit – Setup in Unity

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Documentation: https://assetstore.essentialkit.voxelbusters.com/

0:00 Welcome to the Setup for CPNP2
0:39 Purchase and Plugin Setup
2:30 Documentation
4:24 Introduction and Application Setup

In this tutorial series, we will show you how to use all the features of the Cross Platform Native Plugins 2 in Unity. This Unity Package Developed by Voxel Busters can help you implement many standard features that can be found in almost every popular mobile game out there.

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Among Us Multiplayer – Vents (PUN 2 in Unity)

In this tutorial on how to make Among Us in Unity, I will show you how to make the Vents and Vent mechanic. The vents allow the imposter to hide and move around the map faster than the rest of the regular crewmates. To create the vents we will be using the interactable prefab that we have already created. We will also need to create an animation for the players to hide. Clicking on the vent will then enable a UI system from switching between vents.

Unlock Code and Member Content

AU_PlayerController.cs

using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.InputSystem;

public class AU_PlayerController : MonoBehaviour, IPunObservable
{
    [SerializeField] bool hasControl;
    public static AU_PlayerController localPlayer;
    

    //Components
    Rigidbody myRB;
    Animator myAnim;
    Transform myAvatar;
    //Player movement
    [SerializeField] InputAction WASD;
    Vector2 movementInput;
    [SerializeField] float movementSpeed;

    float direction = 1;
    //Player Color
    static Color myColor;
    SpriteRenderer myAvatarSprite;

    //Player Hat
    static Sprite myHatSprite;
    SpriteRenderer myHatHolder;

    //Role
    [SerializeField] bool isImposter;
    [SerializeField] InputAction KILL;

    List<AU_PlayerController> targets;
    [SerializeField] Collider myCollider;

    bool isDead;

    [SerializeField] GameObject bodyPrefab;

    public static List<Transform> allBodies;

    List<Transform> bodiesFound;

    [SerializeField] InputAction REPORT;
    [SerializeField] LayerMask ignoreForBody;

    //Interaction
    [SerializeField] InputAction MOUSE;
    Vector2 mousePositionInput;
    Camera myCamera;
    [SerializeField] InputAction INTERACTION;
    [SerializeField] LayerMask interactLayer;

    //Networking
    PhotonView myPV;
    [SerializeField] GameObject lightMask;
    [SerializeField] lightcaster myLightCaster;



    private void Awake()
    {
        KILL.performed += KillTarget;
        REPORT.performed += ReportBody;
        INTERACTION.performed += Interact;
    }

    private void OnEnable()
    {
        WASD.Enable();
        KILL.Enable();
        REPORT.Enable();
        MOUSE.Enable();
        INTERACTION.Enable();

    }

    private void OnDisable()
    {
        WASD.Disable();
        KILL.Disable();
        REPORT.Disable();
        MOUSE.Disable();
        INTERACTION.Disable();

    }


    // Start is called before the first frame update
    void Start()
    {
        myPV = GetComponent<PhotonView>();

        if(myPV.IsMine)
        {
            localPlayer = this;
        }
        myCamera = transform.GetChild(1).GetComponent<Camera>();
        targets = new List<AU_PlayerController>();
        myRB = GetComponent<Rigidbody>();
        myAnim = GetComponent<Animator>();
        myAvatar = transform.GetChild(0);
        myAvatarSprite = myAvatar.GetComponent<SpriteRenderer>();
        myHatHolder = transform.GetChild(0).GetChild(1).GetComponent<SpriteRenderer>();
        if (!myPV.IsMine)
        {
            myCamera.gameObject.SetActive(false);
            lightMask.SetActive(false);
            myLightCaster.enabled = false;
            return;
        }
        if (myColor == Color.clear)
            myColor = Color.white;
        myAvatarSprite.color = myColor;

        if(allBodies == null)
        {
            allBodies = new List<Transform>();
        }
        bodiesFound = new List<Transform>();

        if (myHatSprite != null)
            myHatHolder.sprite = myHatSprite;
    }

    // Update is called once per frame
    void Update()
    {
        myAvatar.localScale = new Vector2(direction, 1);

        if (!myPV.IsMine || !hasControl)
            return;

        movementInput = WASD.ReadValue<Vector2>();
        myAnim.SetFloat("Speed", movementInput.magnitude);
        if (movementInput.x != 0)
        {
            direction = Mathf.Sign(movementInput.x);
            
        }
        

        if(allBodies.Count > 0)
        {
            BodySearch();
        }

        if(REPORT.triggered)
        {
            if (bodiesFound.Count == 0)
                return;
            Transform tempBody = bodiesFound[bodiesFound.Count - 1];
            allBodies.Remove(tempBody);
            bodiesFound.Remove(tempBody);
            tempBody.GetComponent<AU_Body>().Report();
        }

        mousePositionInput = MOUSE.ReadValue<Vector2>();
        
    }

    private void FixedUpdate()
    {
        if (!myPV.IsMine || !hasControl)
            return;
        myRB.velocity = movementInput * movementSpeed;
    }

    public void SetColor(Color newColor)
    {
        myColor = newColor;
        if (myAvatarSprite != null)
        {
            myAvatarSprite.color = myColor;
        }
    }

    public void SetHat(Sprite newHat)
    {
        myHatSprite = newHat;
        myHatHolder.sprite = myHatSprite;
    }

    public void SetRole(bool newRole)
    {
        isImposter = newRole;
    }

    private void OnTriggerEnter(Collider other)
    {
        if (other.tag == "Player")
        {
            AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
            if (isImposter)
            {
                if (tempTarget.isImposter)
                    return;
                else
                {
                    targets.Add(tempTarget);
                    
                }
            }
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if (other.tag == "Player")
        {
            AU_PlayerController tempTarget = other.GetComponent<AU_PlayerController>();
            if (targets.Contains(tempTarget))
            {
                    targets.Remove(tempTarget);
            }
        }
    }

    void KillTarget(InputAction.CallbackContext context)
    {
        if (!myPV.IsMine || !hasControl)
            return;
        if (!isImposter)
            return;

        if (context.phase == InputActionPhase.Performed)
        {
            if (targets.Count == 0)
                return;
            else
            {
                if (targets[targets.Count - 1].isDead)
                    return;
                transform.position = targets[targets.Count - 1].transform.position;
                //targets[targets.Count - 1].Die();
                targets[targets.Count - 1].myPV.RPC("RPC_Kill", RpcTarget.All);
                targets.RemoveAt(targets.Count - 1);
            }
        }
    }


    [PunRPC]
    void RPC_Kill()
    {
        Die();
    }

    public void Die()
    {
        if (!myPV.IsMine)
            return;

        //AU_Body tempBody = Instantiate(bodyPrefab, transform.position, transform.rotation).GetComponent<AU_Body>();
        AU_Body tempBody = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "AU_Body"), transform.position, transform.rotation).GetComponent<AU_Body>();
        tempBody.SetColor(myAvatarSprite.color);

        isDead = true;

        myAnim.SetBool("IsDead", isDead);
        gameObject.layer = 9;
        myCollider.enabled = false;
    }

    void BodySearch()
    {
        foreach(Transform body in allBodies)
        {
            RaycastHit hit;
            Ray ray = new Ray(transform.position, body.position - transform.position);
            Debug.DrawRay(transform.position, body.position - transform.position, Color.cyan);
            if(Physics.Raycast(ray, out hit, 1000f, ~ignoreForBody))
            {
                
                if (hit.transform == body)
                {
                    Debug.Log(hit.transform.name);
                    Debug.Log(bodiesFound.Count);
                    if (bodiesFound.Contains(body.transform))
                        return;
                    bodiesFound.Add(body.transform);
                }
                else
                {
                    
                    bodiesFound.Remove(body.transform);
                }
            }
        }
    }

    private void ReportBody(InputAction.CallbackContext obj)
    {
        if (bodiesFound == null)
            return;
        if (bodiesFound.Count == 0)
            return;
        Transform tempBody = bodiesFound[bodiesFound.Count - 1];
        allBodies.Remove(tempBody);
        bodiesFound.Remove(tempBody);
        tempBody.GetComponent<AU_Body>().Report();
    }

    void Interact(InputAction.CallbackContext context)
    {
        if (context.phase == InputActionPhase.Performed)
        {
            //Debug.Log("Here");
            RaycastHit hit;
            Ray ray = myCamera.ScreenPointToRay(mousePositionInput);
            if (Physics.Raycast(ray, out hit,interactLayer))
            {
                if (hit.transform.tag == "Interactable")
                {
                    AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>();
                    temp.PlayMiniGame();
                }

                if(hit.transform.tag == "Vent")
                {
                    myAnim.SetBool("Vented", true);
                    AU_Interactable temp = hit.transform.GetComponent<AU_Interactable>();
                    temp.PlayMiniGame();
                }

            }
           
        }
        
    }

    public void ExitVent()
    {
        myAnim.SetBool("Vented", false);
    }

    public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
    {
        if (stream.IsWriting)
        {
            stream.SendNext(direction);
            stream.SendNext(isImposter);
        }
        else
        {
            this.direction = (float)stream.ReceiveNext();
            this.isImposter = (bool)stream.ReceiveNext();
        }
    }

    public void BecomeImposter(int ImposterNumber)
    {
        if(PhotonNetwork.LocalPlayer == PhotonNetwork.PlayerList[ImposterNumber])
        {
            isImposter = true;
        }
    }
}

AU_Vent.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AU_Vent : MonoBehaviour
{
    [SerializeField] GameObject currentPanel;
    [SerializeField] GameObject nextPanel;

    [SerializeField] Transform NewPosition;

    public void ChangeVent()
    {
        currentPanel.SetActive(false);
        nextPanel.SetActive(true);
        AU_PlayerController.localPlayer.transform.position = NewPosition.position;
    }

    public void ExitVent()
    {
        currentPanel.SetActive(false);
        AU_PlayerController.localPlayer.ExitVent();
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}