In-app purchases
Add purchases to the game (for example, extra time to complete a level or accessories for the game character) and earn income. To do this:
- Enable purchases — do this in advance to open moderation.
- Add purchases in the Developer Console.
- Configure purchase support in the SDK.
- Test purchases.
Purchase process
You can start the in-app purchase process with the Initialize purchase method using the following parameters:
|
Parameter |
Type |
Description |
|
ID |
|
Unique product identifier in the catalog. |
|
Payload |
|
Optional data sent with the purchase. |
After the player successfully completes a purchase, the Specific product purchase success and On any purchase success triggers become active.
However, if the player did not make a purchase and closed the window, the Specific product purchase error and On any purchase error triggers become active.
The triggers listed above give you access to expressions for handling a successful or failed purchase:

Purchase handling
There are two types of purchases:
- permanent (for example, disabling ads);
- consumable (for example, in-game currency).
For handling both types of purchases, we recommend using the For each purchase loop, which gives access to expressions in the Purchases list with the in purchases list postfix.
Non-consumable purchase (ad removal)
Logic for handling a permanent purchase:
- After a successful purchase, disable ads.
- At each game launch, check if the purchase is activated, and if so, disable ads.

Consumable purchase (in-game currency)
Logic for handling a consumable purchase:
- After a successful purchase — process the purchase with the Consume purchase method and credit in-game currency.
- At each game launch, check if the purchase is still present, and if so, process the purchase with the Consume purchase method and credit in-game currency.

Product catalog
To handle products in the catalog, use the For each product in catalog loop with expressions from the Purchases list with the in catalog postfix.
