05-17-2018 09:07 AM
We are implementing In-App purchases for DLC. I have a few questions regarding this where the documentation is not so clear:
1. In the API docs a difference is made between a In-App purchase and a subscriptions. On the back-end it seems as though we can only add subscriptions. However our DLC would not be a subscription ideally (it is a one-time buy thing). What is the correct way to go about this?
2. How do we test the In-App purchases with our developer account?
07-25-2018 04:48 PM
@GrabGames, These questions were handled offline. We'll look into how to improve that SDK documentation. I've alerted the SDK Team (@yakingkuo) to your question and he'll be able to provide assistance regarding IAP.
07-26-2018 03:44 AM
07-26-2018 04:24 PM
For your first question, no. It is the separate app ID in DLC and the main content.
Do you already have the DLC actually real content in the main content like IAP? IAP is the end user processes the purchase behavior in the main content and the virtual item already is in the main contnet while doing the purchasing behavior.
For your second question, DLC is the separate app with the main content in Viveport.
07-26-2018 06:17 PM - last edited on 07-27-2018 11:53 AM by VibrantNebula
What I want is IAP to unlock content that is already in the app. I'm not sure how to set it up in the viveport web portal, is that handled like a subscription item? If so, what settings would make it unlock permanently for the user?
Also from looking over the sdk, it seems like we have to handle purchase prices and currency conversion in the client app, is that true?
07-28-2018 01:46 AM
Let me clarify the scenario you want.
1. Your locked content already in the main content.
2. You would like to put the locked content information in Viveport web portal to inform the end user you have this locked content to attract the end user to buy it.
3. Once the end user buy it through the web portal, the system will inform the main content to unlock this locked content to allow the end user to play.
Is this you want?
08-01-2018 03:43 AM
You need to create a DLC package with Viveport DLC SDK.
In that package, you can put any item even it is a document file. That is ok.
Second, the end user completes the purchase behavior in Viveport for your DLC package.
Once the end user completes the purchase, Viveport system will rewrite the user app for your DLC package.
This rewrite behavior will unlock your DLC real file in your main content.
The end user can enjoy your DLC now.
08-02-2018 10:53 AM - last edited on 08-02-2018 10:56 AM by VibrantNebula
Thank you for the detailed response.
I'm looking into creating the DLC package with the Viveport DLC SDK today, but there doesn't seem to be anything about creation in https://developer.viveport.com/documents/sdk/en/api_dlc.html. Is there another location for creating the DLC package? @Continent
08-03-2018 12:40 AM - edited 08-03-2018 12:41 AM
You are right. After checking the SDK document and the developer console document, there is no definition about what attached file name for DLC package.
I will think about this document content modification.
At this moment, you can use any file as you want even it is a text file or other file name is good.
We don't limit the attached file name if you would like to use DLC in IAP.
The key is you need to upload the file to the developer console to make the connection between the main content and the DLC package.
I hope this solve your concern at this moment.
08-10-2018 02:45 PM - last edited on 08-10-2018 04:19 PM by VibrantNebula
OK I have the dlc setup and my game can check for DLC status. Is there a way to launch the purchase flow from in the game? Basically I want to launch the store for the dlc item from an in-game button.
08-12-2018 07:36 PM
Is there a way to launch the purchase flow from in the game?
[Continent] Do you mean you want to trigger the purchase flow from your app? If your answer is Yes, that is not DLC, that is In-App-Purchase (IAP).
Please tell me your idea in UX flow.