About the Author: Aureus Interactive is the creator of Menu Starter Kit available on the Unity Asset Store. He received a degree in law and then continued to teach himself Python, Java, C#, 3D modeling, texturing and two languages. He started his game programming journey by making a casual game in GameMaker, but has since gained many years of experience developing in Unity3D. He is now active on the Unity Asset Store with modular 3D environments, various game scripts and starter kits. He also works on casual games for mobile. In his free time he enjoys reading essays about history and neurology.
Every game needs a home and pause screen and will also most likely need other screens such as win, lose, a stage selection menu and a save system screen. Back in 2010, when Unity GUI was not as intuitive as Unity 4.6, I published an asset for the Unity Asset Store with a home solution that did not need any coding knowledge from the user.
From those early days I have continually updated the Menu Starter Kit, implementing the new Unity GUI, a sound manager for background music and GUI sfx, which is a multi profile save system and life system. It also supports Unity ads and has an in-game store solution for virtual purchases.
I recently had a handful of users ask for an in-app purchase system that allowed for real money transactions. My problem was not only finding a billing plug-in for Unity to implement, but also a solution that was friendly enough for me to build over the store code. I also needed it to be easy and customizable so my final users, that have little or no coding experience, could still easily implement my asset.
I came upon the SOOMLA’s in-app purchase plugin which satisfied all these requirements. The Menu Starter Kit supports up to 10 save profiles, so I started to write a
SOOMLAStoreAssets class in C# with 10 different kinds of
VirtualCurrency in it, in order to keep track of the virtual balance of each profile. Then I filled the
VirtualCurrencyPack with 10 duplicates of each money pack for each profile, which I had to be very careful to keep their names consistent (like:
The next step was to write a
SOOMLA_billing script that not only initialized the
SoomlaStore, but also had a public function that could target my old store script and act as a bridge from my previous code and the new SOOMLA features. Thanks to this bridge and for name consistency in the
SOOMLAStoreAssets, now the Menu Starter Kit store can target the right money currency and pack in SOOMLA just feeding “quantity” in the original store buttons prefab with a number that matches the quantity pack.
SOOMLA has given proof not only to be easy to use, but it’s also noninvasive, so it can be easily added to an already developed project without major changes to the code. SOOMLA’s plugins are open source and released under the Apache license, so template makers and asset developers are free to incorporate it in their work and re-distribute it, no strings attached.