How to Implement In-Game Purchases Using AccelByte?

Hello guys! :wave:

I am working on integrating in-game purchases for my game and I am looking for some guidance on how to effectively use AccelByte’s services for this purpose. I have gone through the documentation, but I am still a bit unclear on a few points:

  • What are the initial steps to set up the in-game purchase system using AccelByte?
  • Are there any best practices for handling different currencies and localization within the platform?
  • How can I ensure the security of transactions and protect against fraudulent activities?
  • Is there a way to track and analyze purchase data to better understand user behavior and improve the system?
  • Also share some Tips and tricks about this?

I also check this document: https://docs.accelbyte.io/guides/customization/csharp-sdk-guidelooker But I have not found any solution. Could anyone suggest me the best solution for this? And your help will be grateful for me.

Thanks in advance!v :smiling_face_with_three_hearts:

Respected community member :blush:

Hello @ash45

Let me try answer your questions, let’s begin by covering the fundamentals first.
Related with In-Game Purchase, there are some scenario:

1. You're using AGS Platform to perform the IAP purchase and real money payment.

You’re using AGS Store to manage items that you want to sell to your players, and perform real payment using AGS Payment platform as well. The AGS platform could integrate with many 3rd payment service providers. e.g. Adyen, Xsolla, Stripe, PayPal, AliPay, WxPay, etc.

Related guide: Setting up payments | AccelByte Documentation.

Unfortunately, this feature is not yet available for the AGS Shared Cloud tier; it is only available for the AGS Private Cloud tier.

2. You're using 3rd Platform to perform the IAP with real money

You’re rely on 3rd Platform (e.g. Steam) to perform IAP with real money, and then sync the player purchase (from 3rd platform) to AGS Platform, so that player (in AGS platform) could get the In-Game items.

Example:
Game Client → IAP in 3rd Platform (e.g. Steam) → Game Client sync IAP to AGS Platform → AGS User get the items.

In order to achieve this, items sold on a third-party platform need to be correctly mapped to items created in AGS Store.
Please follow this guide: Introduction to Third-party In-App Purchase | AccelByte Documentation.
Normally there are 2 types of items we want to sync: Durable Items (e.g. Skin, Map) and Consumable Items (e.g. Potion, Coin). Both are represented as DLC sync and Consumable Sync, respectively.

Note:
1. Unity SDK Method for Consumable Sync to AGS:
Please check this Entitlement.cs section for the available SDK Method for Consumable Sync to AGS, however for the Steam platform (if you’re on this platform), unfortunately the SDK method is not available yet, we will add the interface in the near future.
So in the meantime, you have to add your own code to call this API: AccelByte API Explorer | AccelByte Documentation.

Let me know if that answering your fundamental question.

Thank you