Integrate SDK on application side
- Design an interface for the login system, in-game store, and other pages for your application.
- Set up event handling according to your application logic using SDK methods. To get started with the basic SDK features, follow the step-by-step tutorials below.
This instruction shows how to use SDK methods to implement:
- user sign-up
- resend request for a sign-up confirmation email
- user login
- user password reset
You can authenticate users with their username or email address. In the following examples we authenticate users with their username, whereas the email address is used to confirm sign-up and to reset the password.
The logics and interface in the examples are less complicated than they will be in your application. A possible authentication system implementation option is described in the demo project.
Implement user sign-up
This tutorial describes the implementation of the following logic:
Create page interface
Create a scene for a sign-up page and add the following elements on it:
- username field
- user email address field
- user password field
- sign-up button
The following picture shows the example of a page structure.
Create page controller
- Create a script
RegistrationPage
inherited from the MonoBehaviour base class. - Declare variables for the page interface elements and set values for them in the
Inspector panel. - Add logics to process clicking on the sign-up button:
- In the
Start
method, subscribe to a clicking event. - Add an anonymous method that is called after clicking the button.
- In this method, declare the
username
,email
, andpassword
variables and initialize them by the values from the fields on the page. - Call the
XsollaAuth.Instance.Register
SDK method and pass theusername
,email
, andpassword
variables and the following methods to it:
- In the
OnSuccess
— called if sign-up is successfulOnError
— called if an error occurs
In the script’s examples, the OnSuccess
and OnError
methods call the standard Debug.Log method. The error code and description are passed in the error
parameter.
You can add other actions like opening a page with a resend request for a sign-up email or opening a login page if sign-up is successful.
Example of a script for a sign-up page:
- C#
using UnityEngine;
using UnityEngine.UI;
using Xsolla.Auth;
using Xsolla.Core;
namespace Recipes
{
public class RegistrationPage : MonoBehaviour
{
// Declaration of variables for UI elements on the page
[SerializeField] private InputField UsernameInput;
[SerializeField] private InputField EmailInputField;
[SerializeField] private InputField PasswordInputField;
[SerializeField] private Button RegisterButton;
private void Start()
{
// Handling the button click
RegisterButton.onClick.AddListener(() =>
{
var username = UsernameInput.text;
var email = EmailInputField.text;
var password = PasswordInputField.text;
XsollaAuth.Instance.Register(username, password, email, onSuccess: OnSuccess, onError: OnError);
});
}
private void OnSuccess()
{
UnityEngine.Debug.Log("Registration successful");
// Some actions
}
private void OnError(Error error)
{
UnityEngine.Debug.Log($"Registration failed. Description: {error.errorMessage}");
// Some actions
}
}
}
Set up sign-up confirmation email
After successful sign-up, a user receives a sign-up confirmation email to a specified address. You can customize emails sent to users in Publisher Account.
If you are developing an Android application, set up deep links to return a user to an application after they confirm sign-up.
Implement sign-up confirmation email resend request
This tutorial describes the implementation of the following logic:
Create page interface
Create a scene for a page with a request to resend a confirmation email and add the following elements to it:
- username/email field
- resend email button
The following picture shows an example of the page structure.
Create page controller
- Create a script
ResendConfirmationEmail
inherited from the MonoBehaviour base class. - Declare variables for page interface elements and set values for them in the
Inspector panel. - Add logics to process clicking on the resend email button:
- In the
Start
method, subscribe to a clicking event. - Add an anonymous method that is called after clicking the button.
- In this method, declare the
username
variable and initialize it by the values from the fields on the page. - Call the
XsollaAuth.Instance.ResendConfirmationLink
SDK method and pass theusername
variable andOnSuccess
andOnError
methods to it.
- In the
Example of a script for an email resend page:
- C#
using UnityEngine;
using UnityEngine.UI;
using Xsolla.Auth;
using Xsolla.Core;
namespace Recipes
{
public class ResendConfirmationEmail : MonoBehaviour
{
// Declaration of variables for UI elements on the page
[SerializeField] private InputField UsernameInput;
[SerializeField] private Button ResendEmailButton;
private void Start()
{
// Handling the button click
ResendEmailButton.onClick.AddListener(() =>
{
var username = UsernameInput.text;
XsollaAuth.Instance.ResendConfirmationLink(username, onSuccess: OnSuccess, onError: OnError);
});
}
private void OnSuccess()
{
UnityEngine.Debug.Log("Resend confirmation email successful");
// Some actions
}
private void OnError(Error error)
{
UnityEngine.Debug.Log($"Resend confirmation email failed. Description: {error.errorMessage}");
// Some actions
}
}
}
If the request is successful, the user receives a sign-up confirmation email to the email address specified during sign-up.
Implement user login
This tutorial describes the implementation of the following logic:
Create page interface
Create a scene for a login page and add the following elements to it:
- username field
- password field
- remember me checkbox
- login button
The following picture shows an example of the page structure.
Create page controller
- Create a script
AutorizationPage
inherited from the MonoBehaviour base class. - Declare variables for page interface elements and set values for them in the
Inspector panel. - Add logics to process clicking on the login button:
- In the
Start
method, subscribe to a clicking event. - Add an anonymous method that is called after clicking the button.
- In this method, declare the
username
andpassword
variables and initialize them by the values from the fields on the page. Create arememberMe
variable and initialize it with a checkbox state to remember an account. - Call the
XsollaAuth.Instance.SignIn
SDK method and pass theusername
,password
, andrememberMe
variables andOnSuccess
andOnError
methods to it.
- In the
token
parameter. The authorization token is used in requests to Xsolla servers.Example of a script for a login page:
- C#
using UnityEngine;
using UnityEngine.UI;
using Xsolla.Auth;
using Xsolla.Core;
namespace Recipes
{
public class AuthorizationPage : MonoBehaviour
{
// Declaration of variables for UI elements on the page
[SerializeField] private InputField UsernameInput;
[SerializeField] private InputField PasswordInputField;
[SerializeField] private Toggle RememberMeToggle;
[SerializeField] private Button AuthorizationButton;
private void Start()
{
// Handling the button click
AuthorizationButton.onClick.AddListener(() =>
{
var username = UsernameInput.text;
var password = PasswordInputField.text;
var rememberMe = RememberMeToggle.isOn;
XsollaAuth.Instance.SignIn(username, password, rememberMe, null, onSuccess: OnSuccess, onError: OnError);
});
}
private void OnSuccess(string token)
{
UnityEngine.Debug.Log($"Authorization successful. Token: {token}");
// Some actions
}
private void OnError(Error error)
{
UnityEngine.Debug.Log($"Authorization failed. Description: {error.errorMessage}");
// Some actions
}
}
}
Implement password reset
This tutorial describes the implementation of the following logic:
Create page interface
Create a scene for a password reset page and add the following elements to a page:
- username/email field
- password reset button
The following picture shows an example of the page structure.
Create page controller
- Create a script
ResetPasswordPage
inherited from the MonoBehaviour base class. - Declare variables for page interface elements and set values for them in the
Inspector panel. - Add logics to process clicking on the password reset button:
- In the
Start
method, subscribe to a clicking event. - Add an anonymous method that is called after the button is clicked.
- In this method, declare the
username
variable and initialize it by the values from the fields on the page. - Call the
XsollaAuth.Instance.ResetPassword
SDK method and pass theusername
variables andOnSuccess
andOnError
methods to it.
- In the
Example of a script for a password reset page:
- C#
using UnityEngine;
using UnityEngine.UI;
using Xsolla.Auth;
using Xsolla.Core;
namespace Recipes
{
public class ResetPasswordPage : MonoBehaviour
{
// Declaration of variables for UI elements on the page
[SerializeField] private InputField UsernameInput;
[SerializeField] private Button ResetPasswordButton;
private void Start()
{
// Handling the button click
ResetPasswordButton.onClick.AddListener(() =>
{
var username = UsernameInput.text;
XsollaAuth.Instance.ResetPassword(username, null, null, OnSuccess, OnError);
});
}
private void OnSuccess()
{
UnityEngine.Debug.Log("Password reset successful");
// Some actions
}
private void OnError(Error error)
{
UnityEngine.Debug.Log($"Password reset failed. Description: {error.errorMessage}");
// Some actions
}
}
}
After successful password reset request, the user receives an email with a password reset link. In Publisher Account > your Login project > Security > OAuth 2.0 > OAuth 2.0 redirect URIs, you can configure a URL address or a path a user is redirected to after successful authentication, email confirmation, or password reset.
This guide shows how you can use SDK methods to implement user sign-up and login via their social network account.
Unlike for user authentication via username/user email address and password, you don’t have to implement separate logics for user sign-up. If the user’s first login is via a social network, a new account is created automatically.
If you have implemented social login in your application as an alternative authentication method, the social network account automatically links to an existing user account if the following conditions are met:
- A user who signed up with username/email address and password logged into your application via a social network account.
- A social network returns an email address.
- User email address in a social network is the same as the email address used for sign-up in your application.
LinkSocialProvider
SDK method.This tutorial describes the implementation of the following logic:
The examples show how to set up user login via a Twitter account. You can set up all social networks in the same way.
The logics and interface in the examples are less complicated than they will be in your application. A possible authentication system implementation option is described in the demo project.
Create page interface
Create a scene for a login page and add the social login button to it. The following picture shows an example of the page structure.
Create page controller
- Create a script
SocialAuthorizationPage
inherited from the MonoBehaviour base class. - Declare variables for the application login page interface elements and set values for them in the
Inspector panel. - Add logics to process clicking on the login button:
- In the
Start
method, subscribe to a clicking event. - Add an anonymous method that is called after clicking the button.
- To pass a login page URL, declare the
url
variable in an anonymous method. Initialize this variable by theGetSocialNetworkAuthUrl
SDK method by passing aFacebook
value in theSocialProvider
parameter. - To open a browser, call the
BrowserHelper.Instance.Open
method. To use a built-in browser, pass theurl
variable and atrue
value to the method.
- In the
- To get a token and close the browser, track the changes of the page URL after successful user sign-up:
- Declare a
singlePageBrowser
variable and initialize it via theBrowserHelper.Instance.GetLastBrowser
SDK method. - Subscribe to an active page URL changing event and set the
OnUrlChanged
method as a handler.
- Declare a
- To get a token and close the browser, track the changes of the page URL after successful user sign-up:
- Implement getting of the token:
- Use a
ParseUtils.TryGetValueFromUrl
utility method to parse a URL of an active page passed in theOnUrlChanged
method. - Add a check for an authentication code in an active page URL. The
ParseUtils.TryGetValueFromUrl
method passes an authentication code in thecode
variable. - To exchange an authentication code for a token, call the
ExchangeCodeToToken
SDK method and pass acode
variable and the following methods to it:OnSuccess
— called if sign-up is successfulOnError
— called if an error occurs
- Use a
In the script’s examples, the OnSuccess
and OnError
methods call the standard Debug.Log method. You can add other actions.
If a user successfully logs in, the authorization token is passed in the token
parameter. This token is used in requests to Xsolla servers. If an error occurs, its code and description are passed in the error
parameter.
- After you get the token, delete a game object with a browser.
Example of a script for a login page:
- C#
using UnityEngine;
using UnityEngine.UI;
using Xsolla.Auth;
using Xsolla.Core;
namespace Recipes
{
public class SocialAuthorizationPage : MonoBehaviour
{
// Declaration of variables for UI elements on the page
[SerializeField] private Button FacebookButton;
private void Start()
{
// Handling the button click
FacebookButton.onClick.AddListener(() =>
{
// Opening browser
var url = XsollaAuth.Instance.GetSocialNetworkAuthUrl(SocialProvider.Facebook);
BrowserHelper.Instance.Open(url, true);
// Determining the end of authentication
BrowserHelper.Instance.InAppBrowser.AddUrlChangeHandler(OnUrlChanged);
});
}
// Getting token
private void OnUrlChanged(string url)
{
if (ParseUtils.TryGetValueFromUrl(url, ParseParameter.code, out var code))
{
XsollaAuth.Instance.ExchangeCodeToToken(code, OnSuccess, OnError);
BrowserHelper.Instance.Close();
}
}
private void OnSuccess(string token)
{
UnityEngine.Debug.Log($"Authorization successful. Token: {token}");
// Some actions
}
private void OnError(Error error)
{
UnityEngine.Debug.Log($"Authorization failed. Description: {error.errorMessage}");
// Some actions
}
}
}
This tutorial shows how to use the SDK methods to display the following items in an in-game store:
- virtual items
- groups of virtual items
- bundles
- packages of virtual currency
Before you start, configure items in Publisher Account:
- Configure virtual items and groups of virtual items.
- Configure packages of virtual currencies.
- Configure bundles.
This tutorial describes the implementation of the following logic:
The logics and interface in the examples are less complicated than they will be in your application. A possible item catalog in an in-game store implementation option is described in the demo project.
The example of every item in a catalog shows:
- item name
- item description
- item price
- image
You can also show other information about the item if this information is stored in an in-game store.
Implement display of virtual items
Create item widget
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- item background image
- item name
- item description
- item price
- item image
The following picture shows an example of the widget structure.
Create item widget script
- Create a script
VirtualItemWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualItemWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Image IconImage;
}
}
Create page to show list of items
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- item widgets display area
The following picture shows an example of the page structure.
Create page controller
- Create a script
VirtualItemsPage
inherited from theMonoBehaviour
base class. - Declare the following variables:
WidgetsContainer
— container for widgetsWidgetPrefab
— item widget prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aVirtualItemsPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel.
- Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:- a username or email address in the
username
parameter - a user password in the
password
parameter
- a username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logics for getting the list of items. In the
OnAuthenticationSuccess
method call theXsollaCatalog.Instance.GetCatalog
SDK method and pass to it:- a Project ID in the
projectId
parameter
- a Project ID in the
- the
OnItemsRequestSuccess
for successful operation of getting a list of items - the
OnError
callback method for an error - an offset based on the first item in the list in the
offset
parameter - the number of loaded items in the
limit
parameter
- the
offset
and limit
parameters are not required. Use them to implement pagination — a page-by-page display of items in the catalog. The maximum number of items on the page is 50. If the catalog has more than 50 items, pagination is necessary.- In the
OnItemsRequestSuccess
method, add logics for creating a widget for every received item:- Instantiate a prefab of item widget as a container child object.
- Attach the received
VirtualItemWidget
component to awidget
variable.
- Pass the following data to the item widget:
- Pass the
storeItem.name
variable value to the element with the item name. - Pass the
storeItem.description
variable value to the element with the item description. - Implement the following logics to display the item price:
- If the value of the
storeItem.price
variable doesn’t equalnull
, the item is sold for real currency. Specify the price in the{amount} {currency}
format and pass it to the widget element. - If the value of the
storeItem.virtual_prices
variable doesn’t equalnull
, the item is sold for virtual currency. Specify the price in the{name}: {amount}
format and pass it to the widget element.
- If the value of the
- Pass the
storeItem.virtual_prices
variable is an array of prices for the same item in different currencies. The example shows a price specified by default in the item settings in Store > Virtual items in Publisher Account.- To display an item image, use the
ImageLoader.Instance.GetImageAsync
utility method and pass to it:- Image URL.
- An anonymous function as a callback. In this function, add a received sprite as an item image.
- To display an item image, use the
Example of a page controller script:
- C#
using System.Linq;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
namespace Recipes
{
public class VirtualItemsPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, null, OnAuthenticationSuccess, OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for catalog from store
XsollaCatalog.Instance.GetCatalog(XsollaSettings.StoreProjectId, OnItemsRequestSuccess, OnError, offset: 0, limit: 50);
}
private void OnItemsRequestSuccess(StoreItems storeItems)
{
// Iterating the items collection and assign values for appropriate ui elements
foreach (var storeItem in storeItems.items)
{
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<VirtualItemWidget>();
widget.NameText.text = storeItem.name;
widget.DescriptionText.text = storeItem.description;
if (storeItem.price != null)
{
var realMoneyPrice = storeItem.price;
widget.PriceText.text = $"{realMoneyPrice.amount} {realMoneyPrice.currency}";
}
else if (storeItem.virtual_prices != null)
{
var virtualCurrencyPrice = storeItem.virtual_prices.First(x => x.is_default);
widget.PriceText.text = $"{virtualCurrencyPrice.name}: {virtualCurrencyPrice.amount}";
}
ImageLoader.Instance.GetImageAsync(storeItem.image_url, (url, sprite) => widget.IconImage.sprite = sprite);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
The following picture shows the result of the script’s work.
Implement display of virtual item groups
Create item widget
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- item background image
- item name
- item description
- item price
- item image
The following picture shows an example of the widget structure.
Create item widget script
- Create a script
VirtualItemWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualItemWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Image IconImage;
}
}
Create widget for button that opens groups of items
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the button that allows displaying of the group of items as a child object for a prefab and configure its visuals.
The following picture shows an example of the widget structure.
Create script for button that opens groups of items
- Create the
VirtualItemGroupButton
script inherited from theMonoBehaviour
base class. - Declare variables for the button that opens the group of items and set values for the variables in the
Inspector panel. - Add a script to the root object of a prefab:
- Select an object in the
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aVirtualItemGroupButton
script.
- Select an object in the
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualItemGroupButton : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Button Button;
}
}
Create page to show list of items
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- item groups buttons display area
- item widgets display area
The following picture shows an example of the page structure.
Create page controller
- Create the
VirtualItemsByGroupsPage
script inherited from theMonoBehaviour
base class. - Declare variables:
GroupButtonsContainer
— container for group buttonsGroupButtonPrefab
— button prefabItemWidgetsContainer
— container for item widgetsWidgetPrefab
— item widget prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aVirtualItemsByGroupsPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel. - Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:- a username or email address in the
username
parameter - a user password in the
password
parameter
- a username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logics for getting the list of items. In the
OnAuthenticationSuccess
method call theXsollaCatalog.Instance.GetCatalog
SDK method and pass to it:- a Project ID in the
projectId
parameter
- a Project ID in the
- the
OnItemsRequestSuccess
for successful operation of getting a list of items - the
OnError
callback method for an error - an offset based on the first item in the list in the
offset
parameter - the number of loaded items in the
limit
parameter
- the
offset
and limit
parameters are not required. Use them to implement pagination — a page-by-page display of items in the catalog. The maximum number of items on the page is 50. If the catalog has more than 50 items, pagination is necessary.- In the
OnItemsRequestSuccess
method, add logics for forming a list of item groups:- Get the list of unique groups from a received item list. Add to it the
All
element that will show all items not dependent on their category. - Clear the buttons container by deleting all child objects. To do this, call the
DeleteAllChildren
method and pass a container object to it. - For every item group:
- Get the list of unique groups from a received item list. Add to it the
- Instantiate a prefab of item widget as a container child object.
- Set the received
VirtualItemGroupButton
component to thegroupButton
variable. - Pass the
groupName
variable value to the element with a group name. - Add an anonymous method to the action of clicking the button. In this method, call the
OnGroupSelected
method and pass the name of the item group and the list of items as parameters.
- To display all items call the
OnGroupSelected
method and passAll
as a group name.
- To display all items call the
- In the
OnGroupSelected
method, add logics for initial display of items:- Create the
itemsForDisplay
variable and assign all received items to it if the name of the item group hasAll
. Otherwise, link items that the group name matches with thegroupName
variable to theitemsForDisplay
variable. - Clear the buttons container by deleting all child objects. To do this, call the
DeleteAllChildren
method and pass a container object to it.
- Create the
- Add logics for creating a widget for every received item:
- Instantiate a prefab of item widget as a container child object.
- Attach the received
VirtualItemWidget
component to awidget
variable.
- Pass the following data to the item widget:
- Pass the
storeItem.name
variable value to the element with the item name. - Pass the
storeItem.description
variable value to the element with the item description. - Implement the following logics to display item price:
- Pass the
- If the value of the
storeItem.price
variable doesn’t equalnull
, the item is sold for real currency. Specify the price in the{amount} {currency}
format and pass it to the widget element. - If the value of the
storeItem.virtual_prices
variable doesn’t equalnull
, the item is sold for virtual currency. Specify the price in the{name}: {amount}
format and pass it to the widget element.
- If the value of the
storeItem.virtual_prices
variable is an array of prices for the same item in different currencies. The example shows a price specified by default in the item settings in Store > Virtual items in Publisher Account.- To display an item image, use the
ImageLoader.Instance.GetImageAsync
utility method and pass to it:- Image URL.
- An anonymous function as a callback. In this function, add a received sprite as an item image.
- To display an item image, use the
- C#
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
namespace Recipes
{
public class VirtualItemsByGroupsPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform GroupButtonsContainer;
public GameObject GroupButtonPrefab;
public Transform ItemWidgetsContainer;
public GameObject ItemWidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, onSuccess: OnAuthenticationSuccess,
onError: OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for catalog from store
XsollaCatalog.Instance.GetCatalog(XsollaSettings.StoreProjectId, OnItemsRequestSuccess, OnError, offset: 0,
limit: 50);
}
private void OnItemsRequestSuccess(StoreItems storeItems)
{
// Selecting the group’s name from items and order them alphabetical
var groupNames = storeItems.items
.SelectMany(x => x.groups)
.GroupBy(x => x.name)
.Select(x => x.First())
.OrderBy(x => x.name)
.Select(x => x.name)
.ToList();
// Add group name for “all groups”, which will mean show all items regardless of group affiliation
groupNames.Insert(0, "All");
// Clear container
DeleteAllChildren(GroupButtonsContainer);
// Iterating the group names and creating ui-button for each
foreach (var groupName in groupNames)
{
var buttonObj = Instantiate(GroupButtonPrefab, GroupButtonsContainer, false);
var groupButton = buttonObj.GetComponent<VirtualItemGroupButton>();
groupButton.NameText.text = groupName;
groupButton.Button.onClick.AddListener(() => OnGroupSelected(groupName, storeItems));
}
// Calling method for redraw page
OnGroupSelected("All", storeItems);
}
private void OnGroupSelected(string groupName, StoreItems storeItems)
{
// Declaring variable for items which will display on page
IEnumerable<StoreItem> itemsForDisplay;
if (groupName == "All")
{
itemsForDisplay = storeItems.items;
}
else
{
itemsForDisplay = storeItems.items.Where(item => item.groups.Any(group => group.name == groupName));
}
// Clear container
DeleteAllChildren(ItemWidgetsContainer);
// Iterating the items collection and assign values for appropriate ui elements
foreach (var storeItem in itemsForDisplay)
{
var widgetGo = Instantiate(ItemWidgetPrefab, ItemWidgetsContainer, false);
var widget = widgetGo.GetComponent<VirtualItemWidget>();
widget.NameText.text = storeItem.name;
widget.DescriptionText.text = storeItem.description;
if (storeItem.price != null)
{
var realMoneyPrice = storeItem.price;
widget.PriceText.text = $"{realMoneyPrice.amount} {realMoneyPrice.currency}";
}
else if (storeItem.virtual_prices != null)
{
var virtualCurrencyPrice = storeItem.virtual_prices.First(x => x.is_default);
widget.PriceText.text = $"{virtualCurrencyPrice.name}: {virtualCurrencyPrice.amount}";
}
ImageLoader.Instance.GetImageAsync(storeItem.image_url,
(url, sprite) => widget.IconImage.sprite = sprite);
}
}
// Utility method for delete all children of container
private static void DeleteAllChildren(Transform parent)
{
var childList = parent.Cast<Transform>().ToList();
foreach (var childTransform in childList)
{
Destroy(childTransform.gameObject);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
Example of a page controller script:
Implement display of bundles
Create bundle widget
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- widget background image
- bundle name
- bundle description
- bundle price
- bundle content description (items and their quantity)
- bundle image
The following picture shows an example of the widget structure.
Create widget script
- Create a script
BundleWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class BundleWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Text ContentText;
public Image IconImage;
}
}
Create page to show bundles
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- bundle widgets display area
The following picture shows an example of the page structure.
Create page controller
- Create the
BundlesPage
script inherited from theMonoBehaviour
base class. - Declare variables:
WidgetsContainer
— container for widgetsWidgetPrefab
— bundle widget prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aBundlesPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel. - Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:- a username or email address in the
username
parameter - a user password in the
password
parameter
- a username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logics for getting the list of bundles. In the
OnAuthenticationSuccess
method call theXsollaCatalog.Instance.GetBundles
SDK method and pass to it:- a Project ID in the
projectId
parameter
- a Project ID in the
- the
OnItemsRequestSuccess
callback method for successful operation of getting a list of bundles - the
OnError
callback method for an error
- the
- In the
OnBundlesRequestSuccess
method, add logics for creating a widget for every received bundles:- Instantiate a prefab of item widget as a container child object.
- Attach the received
BundleWidget
component to awidget
variable.
- Pass the following data to the bundle widget:
- Pass the
bundleItem.name
variable value to the element with the item name. - Pass the
bundleItem.description
variable value to the element with the item description. - Implement the following logics to display bundle content:
- Use every item in a bundle to form a line that contains the item name and its quantity. The line should have a
{name} x {quantity}
format. - Group these lines into one line by using a new line character as a separator.
- Pass the new line to the widget element.
- Use every item in a bundle to form a line that contains the item name and its quantity. The line should have a
- Pass the
- Implement the following logics to display bundle price:
- If the value of the
bundleItem.price
variable doesn’t equalnull
, the bundle is sold for real currency. Specify the price in the{amount} {currency}
format and pass it to the widget element. - If the value of the
bundleItem.virtual_prices
variable doesn’t equalnull
, the bundle is sold for virtual currency. Specify the price in the{name}: {amount}
format and pass it to the widget element.
- If the value of the
- Implement the following logics to display bundle price:
bundleItem.virtual_prices
variable is an array of prices for the same bundle in different currencies. The example shows a price specified by default in the item settings in Store > Bundles in Publisher Account.- To display an item image, use the
ImageLoader.Instance.GetImageAsync
utility method and pass to it:- Image URL.
- An anonymous function as a callback. In this function, add a received sprite as a bundle image.
- To display an item image, use the
Example of a page controller script:
- C#
using System.Linq;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
namespace Recipes
{
public class BundlesPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, onSuccess: OnAuthenticationSuccess, onError: OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for bundles from store
XsollaCatalog.Instance.GetBundles(XsollaSettings.StoreProjectId, OnBundlesRequestSuccess, OnError);
}
private void OnBundlesRequestSuccess(BundleItems bundleItems)
{
// Iterating the bundles collection and assign values for appropriate ui elements
foreach (var bundleItem in bundleItems.items)
{
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<BundleWidget>();
widget.NameText.text = bundleItem.name;
widget.DescriptionText.text = bundleItem.description;
var bundleContent = bundleItem.content.Select(x => $"{x.name} x {x.quantity}");
widget.ContentText.text = string.Join("\n", bundleContent);
if (bundleItem.price != null)
{
var realMoneyPrice = bundleItem.price;
widget.PriceText.text = $"{realMoneyPrice.amount} {realMoneyPrice.currency}";
}
else if (bundleItem.virtual_prices != null)
{
var virtualCurrencyPrice = bundleItem.virtual_prices.First(x => x.is_default);
widget.PriceText.text = $"{virtualCurrencyPrice.name}: {virtualCurrencyPrice.amount}";
}
ImageLoader.Instance.GetImageAsync(bundleItem.image_url,
(url, sprite) => widget.IconImage.sprite = sprite);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
The following picture shows the result of the script’s work.
Implement display of virtual currency packages
Create widget for virtual currency package
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- widget background image
- package name
- package description
- package price
- package image
The following picture shows an example of the widget structure.
Create widget script
- Create a script
VirtualCurrencyPackageWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualCurrencyPackageWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Image IconImage;
}
}
Create page to show list of virtual currency packages
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- virtual currency package widgets display area
The following picture shows an example of the page structure.
Create page controller
- Create the
VirtualCurrencyPackagesPage
script inherited from theMonoBehaviour
base class. - Declare variables:
WidgetsContainer
— container for widgetsWidgetPrefab
— virtual currency package prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aVirtualCurrencyPackagesPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel. - Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:
- username or email address in the
username
parameter - user password in the
password
parameter
- username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logics for getting the list of items. In the
OnAuthenticationSuccess
method call theXsollaCatalog.Instance.GetVirtualCurrencyPackagesList
SDK method and pass to it:- Project ID in the
projectId
parameter
- Project ID in the
- the
OnItemsRequestSuccess
for successful operation of getting a list of items - the
OnError
callback method for an error
- the
- In the
OnPackagesRequestSuccess
method, add logics for creating a widget for every received package:- Instantiate a prefab of item widget as a container child object.
- Attach the received
VirtualCurrencyPackageWidget
component to awidget
variable.
- Pass the following data to the package widget:
- Pass the
packageItem.name
variable value to the element with the package name. - Pass the
packageItem.description
variable value to the element with the package description. - Implement the following logics to display package price:
- Pass the
- If the value of the
packageItem.price
variable doesn’t equalnull
, the package is sold for real currency. Specify the price in the{amount} {currency}
format and pass it to the widget element. - If the value of the
packageItem.virtual_prices
variable doesn’t equalnull
, the package is sold for virtual currency. Specify the price in the{name}: {amount}
format and pass it to the widget element.
- If the value of the
packageItem.virtual_prices
variable is an array of prices for the same package in different currencies. The example shows a price specified by default in the package settings in Store > Virtual currency > Packages in Publisher Account.- To display an item image, use the
ImageLoader.Instance.GetImageAsync
utility method and pass to it:- Image URL.
- An anonymous function as a callback. In this function, add a received sprite as an item image.
- To display an item image, use the
Example of a page controller script:
- C#
using System.Linq;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
namespace Recipes
{
public class VirtualCurrencyPackagesPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, onSuccess: OnAuthenticationSuccess, onError: OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for packages from store
XsollaCatalog.Instance.GetVirtualCurrencyPackagesList(XsollaSettings.StoreProjectId, OnPackagesRequestSuccess, OnError);
}
private void OnPackagesRequestSuccess(VirtualCurrencyPackages packageItems)
{
// Iterating the packages collection and assign values for appropriate ui elements
foreach (var packageItem in packageItems.items)
{
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<VirtualCurrencyPackageWidget>();
widget.NameText.text = packageItem.name;
widget.DescriptionText.text = packageItem.description;
if (packageItem.price != null)
{
var realMoneyPrice = packageItem.price;
widget.PriceText.text = $"{realMoneyPrice.amount} {realMoneyPrice.currency}";
}
else if (packageItem.virtual_prices != null)
{
var virtualCurrencyPrice = packageItem.virtual_prices.First(x => x.is_default);
widget.PriceText.text = $"{virtualCurrencyPrice.name}: {virtualCurrencyPrice.amount}";
}
ImageLoader.Instance.GetImageAsync(packageItem.image_url,
(url, sprite) => widget.IconImage.sprite = sprite);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
The following picture shows the result of the script’s work.
This instruction shows how to use the SDK methods to implement selling of virtual items for real currency.
Before you start, implement a display of virtual items in a catalog. In the following example, we describe how to implement purchasing of virtual items. Configuration for other item types is similar.
This tutorial describes the implementation of the following logic:
The logic and interface in the examples are less complicated than they will be in your application. A possible implementation option for selling items for real currency and displaying a catalog of items is described in the demo project.
Complete item widget
Add a purchase button to the item widget and configure its visuals.
The following picture shows an example of the widget structure.
Complete item widget script
- Open the
VirtualItemWidget
script. - Declare variables for the purchase button and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualItemWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Image IconImage;
public Button BuyButton;
}
}
Complete page controller to show list of items
- Open the
VirtualItemsPage
script. - In the
OnAuthenticationSuccess
method, pass the authorization token to theToken.Instance
variable.
- A JWT received during user authorization via the
XsollaAuth.Instance.SignIn
SDK method. - A JWT, received on the back end of your application by custom ID (user ID generated on your server). Use this token if you implemented your own authorization system.
- Add logic for processing clicking on the virtual item purchase button:
- In the
OnItemsRequestSuccess
method, subscribe to the button-clicking event. - Add an anonymous method that is called after the button is clicked.
- In this method, call the
XsollaCatalog.Instance.PurchaseItem
SDK method to form an order and pass to it:
- In the
- a Project ID in the
projectId
parameter - an item identifier in the
itemSku
parameter - the
OnOrderCreateSuccess
method to process a successful forming of the item purchase order - the
OnError
callback method for an error
- a Project ID in the
- Implement opening of a payment page. To do this, add the
OnOrderCreateSuccess
method and call in it:- the
XsollaOrders.Instance.OpenPurchaseUi
SDK method, to open a payment page - the
TrackOrderStatus
coroutine, to track changes in the order status
- the
- In the
TrackOrderStatus
coroutine, implement getting the info about the order status one time per second. To do this, use theXsollaOrders.Instance.CheckOrderStatus
SDK method and pass to it:- a Project ID in the
projectId
parameter - an order number from payment details in the
orderId
parameter - an anonymous method for processing successful receiving of order status info
- an anonymous method for error processing
- a Project ID in the
- In the method for processing successful receiving of order status info, implement the callback of an
OnPurchaseSuccess
method during the payment for the order (payment statusdone
orpaid
). - In the
OnPurchaseSuccess
method, implement the processing of a successful virtual item purchase.
In the script example, we call the Debug.Log base method if the item purchase is successful. You can add other actions like inventory display, etc.
Implementation of logic for adding purchased items to the inventory isn’t required — it’s done automatically.
- If you use a built-in browser for opening a payment page, close this browser.
Example of a script for a page:
- C#
using System.Collections;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
using Xsolla.Orders;
namespace Recipes
{
public class VirtualItemsPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, onSuccess: OnAuthenticationSuccess, onError: OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for catalog from store
Token.Instance = Token.Create(token);
XsollaCatalog.Instance.GetCatalog(XsollaSettings.StoreProjectId, OnItemsRequestSuccess, OnError, offset: 0, limit: 50);
}
private void OnItemsRequestSuccess(StoreItems storeItems)
{
// Iterating the items collection and assign values for appropriate ui elements
foreach (var storeItem in storeItems.items)
{
if (storeItem.price == null)
continue;
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<VirtualItemWidget>();
widget.NameText.text = storeItem.name;
widget.DescriptionText.text = storeItem.description;
var realMoneyPrice = storeItem.price;
widget.PriceText.text = $"{realMoneyPrice.amount} {realMoneyPrice.currency}";
ImageLoader.Instance.GetImageAsync(storeItem.image_url,
(url, sprite) => widget.IconImage.sprite = sprite);
widget.BuyButton.onClick.AddListener(() =>
{
XsollaCatalog.Instance.PurchaseItem(XsollaSettings.StoreProjectId, storeItem.sku, OnOrderCreateSuccess, OnError);
});
}
}
private void OnOrderCreateSuccess(PurchaseData purchaseData)
{
XsollaOrders.Instance.OpenPurchaseUi(purchaseData);
StartCoroutine(TrackOrderStatus(purchaseData));
}
private IEnumerator TrackOrderStatus(PurchaseData purchaseData)
{
var isDone = false;
while (!isDone)
{
XsollaOrders.Instance.CheckOrderStatus
(
XsollaSettings.StoreProjectId,
purchaseData.order_id,
status =>
{
if (status.status == "paid" || status.status == "done")
{
isDone = true;
OnPurchaseSuccess();
}
},
error => { OnError(error); }
);
yield return new WaitForSeconds(1f);
}
}
private void OnPurchaseSuccess()
{
UnityEngine.Debug.Log($"Purchase successful");
BrowserHelper.Instance.Close();
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
This instruction shows how to use the SDK methods to implement selling of virtual items for virtual currency.
Before you start, implement a display of virtual items in a catalog. In the following example, we describe how to implement purchasing of virtual items. Configuration for other item types is similar.
This tutorial describes the implementation of the following logic:
The logic and interface in the examples are less complicated than they will be in your application. A possible implementation option for selling items for real currency and displaying a catalog of items is described in the demo project.
Complete item widget
Add a purchase button to the item widget and configure its visuals.
The following picture shows an example of the widget structure.
Complete item widget script
- Open the
VirtualItemWidget
script. - Declare variables for the purchase button and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualItemWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text PriceText;
public Image IconImage;
public Button BuyButton;
}
}
Complete page controller to show list of items
- Open the
VirtualItemsPage
script. - In the
OnAuthenticationSuccess
method, pass the authorization token to theToken.Instance
variable.
- A JWT received during user authorization via the
XsollaAuth.Instance.SignIn
SDK method. - A JWT, received on the back end of your application by custom ID (user ID generated on your server). Use this token if you implemented your own authorization system.
- Add logic for processing clicking on the virtual item purchase button:
- In the
OnItemsRequestSuccess
method, subscribe to the button-clicking event. - Add an anonymous method that is called after the button is clicked.
- In this method, call the
XsollaCatalog.Instance.PurchaseItem
SDK method to form an order and pass to it:
- In the
- a Project ID in the
projectId
parameter - an item identifier in the
itemSku
parameter - the
OnOrderCreateSuccess
method to process a successful forming of the item purchase order - the
OnError
callback method for an error
- a Project ID in the
- In the
OnOrderCreateSuccess
method, implement the order status check process. To do this, use theXsollaOrders.Instance.CheckOrderStatus
SDK method and pass to it:- a Project ID in the
projectId
parameter - an order number from payment details in the
orderId
parameter - an anonymous method for processing successful receiving of order status info
- an anonymous method for error processing
- a Project ID in the
- In the method for processing successful receiving of order status info, implement the callback of an
OnPurchaseSuccess
method during the payment for the order (payment statusdone
orpaid
). - In the
OnPurchaseSuccess
method, implement the processing of a successful virtual item purchase.
In the script example, we call the Debug.Log base method if the item purchase is successful. You can add other actions like inventory display, virtual currency balance change, etc.
Implementation of logic for adding purchased items to the inventory isn’t required — it’s done automatically.
Example of a script for a page:
- C#
using System.Linq;
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Catalog;
using Xsolla.Core;
using Xsolla.Orders;
namespace Recipes
{
public class VirtualItemsPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, onSuccess: OnAuthenticationSuccess, onError: OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for catalog from store
Token.Instance = Token.Create(token);
XsollaCatalog.Instance.GetCatalog(XsollaSettings.StoreProjectId, OnItemsRequestSuccess, OnError, offset: 0, limit: 50);
}
private void OnItemsRequestSuccess(StoreItems storeItems)
{
// Iterating the items collection and assign values for appropriate ui elements
foreach (var storeItem in storeItems.items)
{
if (storeItem.virtual_prices.Length == 0)
continue;
var widget = Instantiate(WidgetPrefab, WidgetsContainer, false).GetComponent<VirtualItemWidget>();
widget.NameText.text = storeItem.name;
widget.DescriptionText.text = storeItem.description;
var defaultPrice = storeItem.virtual_prices.First(x => x.is_default);
widget.PriceText.text = $"{defaultPrice.name}: {defaultPrice.amount}";
ImageLoader.Instance.GetImageAsync(storeItem.image_url, (url, sprite) => widget.IconImage.sprite = sprite);
widget.BuyButton.onClick.AddListener(() =>
{
var price = storeItem.virtual_prices.First(x => x.is_default);
XsollaCatalog.Instance.PurchaseItemForVirtualCurrency(XsollaSettings.StoreProjectId, storeItem.sku, price.sku, OnOrderCreateSuccess, OnError);
});
}
}
private void OnOrderCreateSuccess(PurchaseData purchaseData)
{
XsollaOrders.Instance.CheckOrderStatus
(
XsollaSettings.StoreProjectId,
purchaseData.order_id,
status =>
{
if (status.status == "paid" || status.status == "done")
{
OnPurchaseSuccess();
}
},
error =>
{
OnError(error);
}
);
}
private void OnPurchaseSuccess()
{
UnityEngine.Debug.Log($"Purchase successful");
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
This tutorial shows how to use the SDK methods to display the balance of virtual currency in your app.
The logics and interface in the examples are less complicated than they will be in your application. A possible item catalog in an in-game store implementation option is described in the demo project.
Create widget for display of balance
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- widget background image
- virtual currency name
- virtual currency quantity
- virtual currency image
The following picture shows an example of the widget structure.
Create widget script to show balance
- Create a script
VirtualCurrencyWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class VirtualCurrencyWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text AmountText;
public Image IconImage;
}
}
Create page with list of virtual currencies
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- widgets display area
The following picture shows an example of the page structure.
Create controller for page with list of virtual currencies
- Create a script
VirtualCurrenciesPage
inherited from theMonoBehaviour
base class. - Declare the following variables:
WidgetsContainer
— container for widgetsWidgetPrefab
— balance display widget prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select aVirtualCurrenciesPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel. - Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:- a username or email address in the
username
parameter - a user password in the
password
parameter
- a username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logics of getting a list of virtual currencies. To do this, in the
OnAuthenticationSuccess
method:- Pass the authorization token to the
Token.Instance
variable.
- Pass the authorization token to the
- A JWT received during user authorization via the
XsollaAuth.Instance.SignIn
SDK method. - A JWT, received on the back end of your application by custom ID (user ID generated on your server). Use this token if you implemented your own authorization system.
- Call the
XsollaInventory.Instance.GetVirtualCurrencyBalance
SDK method and pass to it:- the Project ID in the
projectId
parameter
- the Project ID in the
- Call the
- the
OnBalanceRequestSuccess
method for successful operation of getting a list of items - the
OnError
callback method for an error
- the
- In the
OnBalanceRequestSuccess
method, add logics for creating a widget for every received virtual currency:- Instantiate a prefab of item widget as a container child object.
- Attach the received
VirtualCurrencyWidget
component to awidget
variable.
- Pass the following data to the balance widget:
- Pass the
balanceItem.name
variable value to the element with the virtual currency name. - Pass the
balanceItem.amount.ToString()
variable value to the element with the quantity of the virtual currency. - Implement the following logics to display the item price. To show a virtual currency image, use the
ImageLoader.Instance.GetImageAsync
utility method, and pass to it:- The image URL.
- An anonymous callback function. In this function, set the received sprite as a virtual currency image.
- Pass the
Example of the page controller script:
- C#
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Core;
using Xsolla.Inventory;
namespace Recipes
{
public class VirtualCurrenciesPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, null, OnAuthenticationSuccess, OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for virtual currencies
Token.Instance = Token.Create(token);
XsollaInventory.Instance.GetVirtualCurrencyBalance(XsollaSettings.StoreProjectId, OnBalanceRequestSuccess, OnError);
}
private void OnBalanceRequestSuccess(VirtualCurrencyBalances balance)
{
// Iterating the virtual currencies list and assign values for appropriate ui elements
foreach (var balanceItem in balance.items)
{
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<VirtualCurrencyWidget>();
widget.NameText.text = balanceItem.name;
widget.AmountText.text = balanceItem.amount.ToString();
ImageLoader.Instance.GetImageAsync(balanceItem.image_url, (url, sprite) => widget.IconImage.sprite = sprite);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
The following picture shows the result of the script’s work.
This tutorial shows how to use the SDK methods to display items in the user inventory.
The logics and interface in the examples are less complicated than they will be in your application. A possible inventory implementation option is described in the demo project.
Create item widget
- Create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Convert the created game object in a prefab by dragging a game object from a
Hierarchy panel to aProject panel. - Select a created prefab and click
Open Prefab in theInspector panel. - Add the following UI elements as prefab child objects and configure their visuals:
- item background image
- item name
- item description
- item quantity
- item image
The following picture shows an example of the widget structure.
Create item widget script
- Create a script
InventoryItemWidget
inherited from the MonoBehaviour base class. - Declare variables for the item widget interface elements and set values for them in the
Inspector panel.
Example of the widget script:
- C#
using UnityEngine;
using UnityEngine.UI;
namespace Recipes
{
public class InventoryItemWidget : MonoBehaviour
{
// Declaration of variables for UI elements
public Text NameText;
public Text DescriptionText;
public Text QuantityText;
public Image IconImage;
}
}
Create page to show inventory
- On the scene, create an empty game object. To do this, go to the main menu and select
GameObject > Create Empty . - Add the following UI elements as prefab child objects and configure their visuals:
- page background image
- item widgets display area
The following picture shows an example of the page structure.
Create page controller
- Create a script
InventoryItemsPage
inherited from theMonoBehaviour
base class. - Declare the following variables:
WidgetsContainer
— container for item widgetsWidgetPrefab
— item widget prefab
- Attach a script to a page game object:
- Select an object in a
Hierarchy panel. - In the
Inspector panel, clickAdd Component and select anInventoryItemsPage
script.
- Select an object in a
- Set values for variables in the
Inspector panel. - Add login logics by calling an
XsollaAuth.Instance.SignIn
SDK method in theStart
method and pass to it:- a username or email address in the
username
parameter - a user password in the
password
parameter
- a username or email address in the
xsolla
, password: xsolla
).- a flag in the
rememberUser
parameter for remembering an account - the
OnAuthenticationSuccess
callback method for successful user login - the
OnError
callback method for an error
- a flag in the
- Add logic for getting the list of items in the inventory. To do this, in the
OnAuthenticationSuccess
method:- Pass an authorization token to the
Token.Instance
variable.
- Pass an authorization token to the
- A JWT received during user authorization via the
XsollaAuth.Instance.SignIn
SDK method. - A JWT, received on the back end of your application by custom ID (user ID generated on your server). Use this token if you implemented your own authorization system.
- Call the
XsollaInventory.Instance.GetInventoryItems
SDK method and pass to it:- a Project ID in the
projectId
parameter
- a Project ID in the
- Call the
- the
OnItemsRequestSuccess
for successful operation of getting a list of items - the
OnError
callback method for an error
- the
- For every received item in the
OnItemsRequestSuccess
method, add logic for creating a widget:- Use the
InventoryItem.IsVirtualCurrency
method, to add a check to make sure a received item isn’t a virtual currency.
- Use the
- Instantiate a prefab of an item widget as a container child object.
- Attach the received
InventoryItemWidget
component to awidget
variable.
- Pass the following data to the item widget:
- Pass the
inventoryItem.name
variable value to the element with the item name. - Pass the
inventoryItem.description
variable value to the element with the item description. - Pass the
inventoryItem.amount.ToString()
to the element with the item quantity. - To display an item image, use the
ImageLoader.Instance.GetImageAsync
utility method and pass to it:- Image URL
- An anonymous function as a callback. In this function, add a received sprite as an item image.
- Pass the
Example of the page controller script:
- C#
using UnityEngine;
using Xsolla.Auth;
using Xsolla.Core;
using Xsolla.Inventory;
namespace Recipes
{
public class InventoryItemsPage : MonoBehaviour
{
// Declaration of variables for containers and widget prefabs
public Transform WidgetsContainer;
public GameObject WidgetPrefab;
private void Start()
{
// Starting the authentication process
XsollaAuth.Instance.SignIn("xsolla", "xsolla", true, null, null, OnAuthenticationSuccess, OnError);
}
private void OnAuthenticationSuccess(string token)
{
// After successful authentication starting the request for virtual currencies
Token.Instance = Token.Create(token);
XsollaInventory.Instance.GetInventoryItems(XsollaSettings.StoreProjectId, OnItemsRequestSuccess, OnError);
}
private void OnItemsRequestSuccess(InventoryItems inventoryItems)
{
// Iterating the item list and assign values for appropriate ui elements
foreach (var inventoryItem in inventoryItems.items)
{
if (inventoryItem.IsVirtualCurrency())
continue;
var widgetGo = Instantiate(WidgetPrefab, WidgetsContainer, false);
var widget = widgetGo.GetComponent<InventoryItemWidget>();
widget.NameText.text = inventoryItem.name;
widget.DescriptionText.text = inventoryItem.description;
widget.QuantityText.text = inventoryItem.quantity.ToString();
ImageLoader.Instance.GetImageAsync(inventoryItem.image_url, (url, sprite) => widget.IconImage.sprite = sprite);
}
}
private void OnError(Error error)
{
UnityEngine.Debug.LogError($"Error message: {error.errorMessage}");
}
}
}
The following picture shows the result of the script’s work.
Useful links
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