What is the recommended way to setup the Catalog items, stores and store items to facilitate A/B testing of real money pack prices on iOS and Android?
Unfortunately, in our game, we sell multiple packs of things in addition to just premium currency denominations. We want to be able to A/B test different prices for these packs for different segments of users.
I understand that creating a catalog item with the same ItemId as the IAP sku/productId ensures that the user receives the corresponding item automatically when using the ValidateiOSReceipt or ValidateAndroidReceipt methods.
I see two approaches here.
1. Create an App Store productId for every combination of pack and price point we wish to try. This requires a lot of work setting up all these combinations, but it is a relatively straight forward approach, and will show the correct IAP info on the platform-level purchase confirmation popup.
2. Create a single set of generic productIds (one per price point) that are shared by all packs. This requires minimal App Store setup and lets us easily add new packs without having to generate more productIds. However I'm not sure how to make this work with the way PlayFab is setup.
My current approach, which I haven't tested, is to create a catalog item for each pack price point. ie.:
iap_sku_pack_tier1, iap_sku_pack_tier2, ..., iap_sku_pack_tier20.
Then, create a catalog item for the actual pack content that the user should receive. ie.:
iap_item_pack_A, iap_item_pack_B, etc.
My plan was to then create a Store for each pack, generally, with a single item in it: the "sku item". This sku item would include the ItemId of the content item (eg. "{ itemId: iap_item_pack_A }") in its CustomData.
I was then hoping to grant the user the item referenced in the CustomData when they purchase the "sku item".
Is this a lost cause? Is there another approach?
Thanks!