I currently have an app on the Android Google Play market which has a few in app purchases available.
I am looking to add another one which would be a subscription to give them extra functionality not only in the Android app, but also on my website too.
The availability of the feature on the website would be tied into the Android app and if the stop subscribing in the app then I would want to stop access on the website too.
Is there a way to check if they have purchased an in app upgrade using asp.net (preferably with c#, however open to other methods) and if so could you point me in the right direction as to what I need to do please?
My attempts at Googling this has returned no results so I am not sure if this is possible or if my Googling is just rubbish!
Thanks.
Related
I need to make a simple paypal payment from my Windows Phone app.
I used to use PayPal's Windows 8 SDK, but it has been discontinued so I can't even get the old SDK from the official github page (http://paypal.github.io/Windows8SDK/).
The other options seems to require an integration on a web page.
I've tried looking at similar questions on S.O. but they're either outdated, or where before / while there still was the Windows 8 SDK, so they're not valid anymore.
Upon further inspection, it would seem the SOAP API don't work because importing them won't generate PayPalAPIAASoapBinding(same behaviour as a Console application, which I fixed importing an old Web Reference, which is not possible on WP) and REST APIs rely on Paypal nuGet package which can't be used in Windows Phone (https://developer.paypal.com/docs/api/).
I am currently at a loss for options (Except to set up an external website to do the job).
Having faced all the aforementioned problems (I still don't know why Paypal pulled the plug for Windows Phone support), I found a workaround.
I generated a Paypal Buy Now button
(https://www.paypal.com/uk/webapps/mpp/get-started-payment-buttons), the unencrypted & non account saved version.
I copied the code in an html file within my app and used some markers on the hidden fields that interested me (description of the product, amount, shipping costs, etc.).
From my previous page the user will select the product details he wants to purchase, such details will be passed to another page in which I have among other things a WebBrowser control.
I will replace the markers with the details passed from the previous page and load the html in the WebBrowser.
The user can then proceed with the purchase.
I am considering about making this into an open source plugin / library to make things easier for the fellow developers hit by my same issue, will update this with the link if I find the time to do so.
Unfortunately with PayPal discontinuing the WIN8 SDK, the only available solution as of now is to setup a website integration, and embedding the page with your webbrowser kit in your WIN8 APP.
Just so you know the existing WIN SDK API integration is still being supported, you may refer here for a backup git of the WIN8 SDK library.
Basically I want to achieve the same fucntionality which you normally see in android or ios devices. So if I click on login it should open facebook application(not webview) if facebook is installed but in case app is not installed it should open webview.
Currently it shows me a message do you want to search on store which I don't want.
Any help will be highly appreciated.
Thanks
Vinod
Windows Phone SDK only has the API to launch an app from another app which wouldn't work in your case since you would not be able to share session tokens.
Your best approach to achieving this would be to try out the third party Facebook SDK for .NET. Take a look at the Login API which seems to provide the ability to invoke the facebook application on the app and if not available would take the user to the store (LoginBehaviorApplicationOnly - Windows Phone 8.1).
I understand you would like to bring up the WebView if app isn't available but this SDK doesn't seem to have that functionality. You could contribute to the project or request a feature addition.
Hope this gives you a good start?
I have a mobile app (on WinPhone 8.1) that uses Facebook credentials for Azure authed login.
What I'm trying to do:
Provide users an organic way to invite facebook friends to use the app. Important to note, users gain no advantage by inviting friends, however it will enhance their experience as you can compare your progress in the app with the progress of friends (it is not a game).
Where I'm stuck:
I can't use the apprequests dialog, as it is not a game. I would like to use the 'send' dialog, but it is not available in mobile browsers. It is not a website, so using the POST publish API has no valid href to link (other than the app's download page, but that is not what the publish API is meant for).
What should I do?
This post explains how to do it.
Otherwise, I would suggest you to market your app like a game, a bit of gamification should not hurt ! ;)
I'm completely new to the whole facebook login scene. Unfortunately the login process seems so complicated considering I simply want to be able to call a login dialog and get back the user's App Token. When I run the example code the login screen asks for an app token not an email and password like I'd expect to see as a user.
From my understanding it appears that even using the Facebook Unity SDK I am still required to build my own login page with app token generator which I have no idea how to do. It also appears there are different ways it needs to be done whether you are on IOS, Android, Web Player, Windows and Windows Phone. Is there really not one way to do this?
I followed the tutorial here: https://developers.facebook.com/docs/games/unity/unity-tutorial although all the images regarding setting up your app on developers.facebook.com/apps are out of date and I can't find a good majority of the options it mentions.
So I guess my main questions are:
Can you have one way across all platforms to allow email/password login for a user?
Do you need to build your own token generator on a website?
How do I set up a game for Unity in the new facebook layout?
Thanks everyone. I've never dealt with authentication via any online service before and this seems much preferable to having my own login authentication for my games. I just wish it wasn't such a confusing mess to someone who has never dealt with any of this before.
The app token thing is only used in Unity editor, so only in development. This is a work-around, since it was impossible to simulate regular facebook login flow in Unity editor and we wanted devs to be able to test their games in the editor, which is much faster than building and uploading it.
You are not supposed to create your own login process. Just import the sdk package into Unity and open scene InteractiveConsole in Assets\Examples
Try building it for iOS/android/canvas, it works on all platforms without any code change necessary
Let me know if have any problems
1 and 2
My assumption is the access "token" you mention is a generic login for testing in unity. Your app should handle the login differently across platforms, in regard to the "Facebook Unity SDK API's" handling the bulk stuff so you are free to plug and play.
3
Image of my settings for the canvas demo https:// developers .facebook .com/apps/#____#/settings/
https://drive.google.com/file/d/0B7Lk_CfjfKfTdVlNQWlINkNCTU0/edit?usp=sharing
I have created a Windows application using C# and would like to know how to upload it to Facebook application.
I have set up the Facebook application, all I need to do is add the application. I can't seem to find out how.
Facebook applications are not true applications in the sense of the word. You do not download or install Facebook apps... they are more like web applications that you log in to with your Facebook account. When you "add" a Facebook application to your Facebook account, all you are really doing is setting some permission flags to give that application access to your Facebook data. Once you've "added" it, each time you load a page from the app, Facebook sends it your Facebook id, which lets the app interact with you and work with your social data. There's no concept of downloading involved.
If your C# app is a desktop application, then you can still integrate it with Facebook, but you're going to need to do a bit more work. You'll need Facebook Connect in order to establish the proper communication. You might want to start with Authorizing and Authentication for Desktop Applications, and do a bit of poking around in that wiki to find out more.