Im about to make a android app and would like to use In-App-purchase in it.
I have tried there sample code, and seems pretty easy, i just cant figure out how to use the data you buy (download) with in-app purchase.
The user have a listview with some text and a button, the text describe about the video he is going to download. When the user clicks the button in the list view i want the respective video to be downloaded from urban airship.
How to relate each list with the video in the server
Anyone have experience with this?
Any help would be appreciated :D
How to relate each list with the video
in the server
for in app billing you have to make product id on your android market account and the market will do the mapping between the product and its id which you will purchase through your application. In Android developer site it is very nicely explained....
see this link..
http://developer.android.com/guide/market/billing/index.html
Related
I'm trying to use Apple's official MusicKit SDK for Android, I downloaded their example project for Android from here, and in the R.string file I replaced the JWT placeholder with my actual JWT token (which works for me with Apple Music Web API) and I'm trying to login with my Apple Music account to the example app so I can control the apple music media (play/pause/prev/next buttons) from within the example app, but when I try to open the login page it opens a new activity in the Apple Music app and it never finishes loading, it only shows the progressBar and never let me insert my login info.
I've been trying to solve this problem for the past week or so, I'd love to get some help :)
It's probably too late to answer this but since there are no answers posted for this question I will tell how it got fixed for me.
In order to authenticate a user for Apple Music, you need a developer token. I think there is some timeout or logic associated with the token expiry. After I refreshed this developer token, it worked for me.
I want to add in app billing to my android app. But I face a problem. If user logins 2 gmails on device (gmail A and gmail B), how can I know which of them is used for in app billing? We know that, at the moment of paying, user can pick any of his gmails to continue buying items. And json data from Google doesn't includes information about chosen gmail. Can any body help me? Thank a lot.
I'm working with the official facebook sdk and example scene for unity and am sending app requests using : FB.AppRequest() which returns a list of friends to send invites to.
However no matter what I try, I only get a list of friends associated with the app and cannot see any other friends who haven't played the app.
I have even tried setting the 'app_non_user' filter, but this makes no difference.
I have read on the Invitable_Friends api, but am not sure how this would be implemented in the unity sdk.
Any advice would be much appreciated. Thanks
Your app must be approved by Facebook to get people's friends lists beyond people using the app. Look in the developers.facebook.com section to find how to do this. I haven't done this, but a game I worked on needed to do this.
Getting approved involves sending your app and it goes through an approval process.
Here's the relevant bit:
https://developers.facebook.com/docs/apps/faq#invite_to_app
"If your app is a game and has a presence on Facebook Canvas:
You can use the requests Dialog and set filters=app_non_users to filter the dialog to only show people who don't use the app."
When I try to advertise my Google Play App on Facebook, app data is not reachable by Facebook. If I try another random app from Google Play, it works perfect (app icon, app name and an image automatically filled, ad preview looks complete).
It looks like Facebook cached my app data and I can not refresh. Please see attached images.
Right now I can not advertise my application on Facebook. Is there anyone had similar problem who can help me about this case.
Tried a name change on my application on Google play and after couple of days, facebook managed to fetch my application through the google play link. Looks like a cashing situation.
I have an app that I want to connect to my web site via login in the app. Once logged in, the user can purchase extra content. So, I'll open the browser on the device and let them choose from choices on my website. Upon purchase, sending them to Paypal for example, what's the easiest way from the app's perspective to determine that the sale went thru and it's ok to download the content? Is there a "common" way to do it? I was trying to stay away from in-app billing. I've seen other apps do it the way I describe.
Have a look at in-app billing and there is also a nice tutorial here. You probably won't be able to use paypal.