HI,
Why Purchase price ins Int32 ? How I set price to 1.99? because that must have the same price of the store (App Store and google play) right?
Thank you!
HI,
Why Purchase price ins Int32 ? How I set price to 1.99? because that must have the same price of the store (App Store and google play) right?
Thank you!
As stated in the docs for defining Catalog items, the RM price is in USD pennies, so $1.99 USD would be 199 RM.
While you do have to have a price defined in RM in the catalog for receipt validation, those prices are not authoritative, as the actual purchase occurs in Google Play or iTunes. It's for that reason that the receipt validation calls also take a CurrencyCode and PurchasePrice, so that you can specify the actual sale price (so that your revenue reporting is accurate).
in new Unity IAP there is only
decimal localizedPrice;
will it be ok to sent to playfab
(int)(localizedPrice*100)?
I think that for some currencies it may be wrong.
That's going to depend upon the definition of the localizedPrice in Unity. For the majority of cases, I'm sure that would be correct, but I can't really say it would be accurate across all currencies without documentation showing how all currencies are returned from their logic.
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