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[Play Billing] How to validate Subscriptions #50

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bilck opened this issue Sep 18, 2020 · 3 comments
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[Play Billing] How to validate Subscriptions #50

bilck opened this issue Sep 18, 2020 · 3 comments
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@bilck
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bilck commented Sep 18, 2020

What is the proper way to validate subscriptions on a Unity client?

I ask this because according to Google Play Billing Library documentation: "The Google Play Billing plugin does not support using the SubscriptionManager.UpdateSubscription() and SubscriptionManager.UpdateSubscriptionInGooglePlayStore() methods to upgrade and downgrade your subscriptions. If your game calls these methods, a GooglePlayStoreUnsupportedException is thrown.".

I couldn't find any subscription validation methods on IGooglePlayStoreExtensions that replace Unity's SubscriptionManager.

Should I validate it remotely using this API endpoint?
As flawed as it can be, is there an offline method to do that?

@bilck
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bilck commented Sep 25, 2020

Ok, so apparently there's no straightforward way to validate a subscription without setting up my own online validation service, right?

Unfortunately seems like the best thing to do is to rollback to regular Unity IAP...

@Qing451800
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Qing451800 commented Sep 25, 2020

The implementation of Unity's SubscriptionManager is using a deprecated field called "developerPayload" in Google Play Billing. You can find the deprecation message at: https://developer.android.com/google/play/billing/developer-payload. We didn't add the support of "SubscriptionManager" in our plugin, given this underlying support is deprecated and will be removed some time later.

Server verification will be the most secure way to verify the receipt. If you want to verify the receipt locally, does the CrossPlatformValidator help (https://docs.unity3d.com/Manual/UnityIAPValidatingReceipts.html)?

@bilck
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bilck commented Sep 29, 2020

Ok @Qing451800, thanks for the info.

We are already using Unity CrossPlatformValidator but that doesn't give as much information as the Subscription Manager.

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