i have implemented in app billing in game. using unity3d our game development engine . in app billing work wrote java native plugin handles in app billing jobs , send messages unity application when purchase done. way implemented start activity handle billing tasks , finish activity after tasks done return unity app. problem in devices(specially low ram) unity app closed when billing activity started . when user purchase item our listeners in unity app no longer valid , unity app restarted. can't give them item bought (it's consumed).
so question is there way force unity app remain untouched while billing activity running ?
my code fires billing activity:
public static void buy(string sku,string developerpayload,boolean consumable) { intent buyintent = new intent(gameactivity,myketactivity.class); buyintent.putextra("operation", "purchase"); buyintent.putextra("sku", sku); buyintent.putextra("payload", developerpayload); buyintent.putextra("consumable", consumable); gameactivity.startactivityforresult(buyintent, 8586); } //the billing activity's oncreate protected void oncreate(bundle bundle) { string operation = getintent().getstringextra("operation"); super.oncreate(bundle); if(!firsttime) { mykethelper.log("not first time"); finish(); return; } if(operation.equals("purchase")) { if(mykethelper.helper==null) { finish(); return; } mykethelper.log("purchase flow launched"); sku = getintent().getstringextra("sku"); payload = getintent().getstringextra("payload"); consumeable = getintent().getbooleanextra("consumable", true); mykethelper.helper.launchpurchaseflow(this, sku, 8585, onpurchase); } }
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