# Purchases

> Retrieve purchase information and determine purchase status for products bought by players.

Unity IAP fetches purchase information from the store so your application can recognize and fulfill what players have bought. This ensures that your game can deliver content or entitlements to users based on their purchase history, even if they bought items outside your app or on another device.

A purchase is represented as an [`Order`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.Order.html) object. The `Order` contains all relevant details about the purchase and provides information needed to track and manage it with the store.

## Retrieve purchases

Purchases made by the user can be retrieved from the store. However, consumable products must be tracked by your application after they are consumed, because stores don't return consumables that have already been fulfilled. For non-consumable products and subscriptions, the store accurately returns these purchases when you call [`FetchPurchases`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_FetchPurchases) or [`CheckEntitlement`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_CheckEntitlement_UnityEngine_Purchasing_Product_).

## Determine purchase status

You can determine the status of a purchase in two ways:

* Use [`Order`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.Orders.html) to determine if the `Order` is a `PendingOrder`, `ConfirmedOrder`, `DeferredOrder` or `FailedOrder`.
* Use `CheckEntitlement` to receive [`EntitlementStatus`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.Entitlement.html#UnityEngine_Purchasing_Entitlement_Status), which returns `EntitledButNotFinished`, `EntitledUntilConsumed`, `FullyEntitled`, `NotEntitled` or `Unknown`.

### Purchase attributes

| Attribute       | Description                                              |
| --------------- | -------------------------------------------------------- |
| `transactionId` | A unique identifier for the purchase.                    |
| `product`       | The purchased product.                                   |
| `quantity`      | The quantity of the product purchased.                   |
| `receipt`       | Receipt data for validating the purchase with the store. |

### Purchase states

| State       | Description                                       |
| ----------- | ------------------------------------------------- |
| `Pending`   | The purchase has been paid but not yet fulfilled. |
| `Confirmed` | The purchase has been fulfilled and acknowledged. |
| `Failed`    | The purchase failed due to an error.              |
| `Deferred`  | The purchase is waiting for payment.              |

## Process purchases

The [`OnPurchasePending`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchasePending) callback is invoked when a purchase is made and is awaiting fulfillment. Your application should fulfill the purchase at this point, for example by unlocking local content or sending the purchase receipt to a server to update a server-side game model.

Note that `OnPurchasePending` may be called at any point following a successful initialization. If your application crashes during execution of the `OnPurchasePending` handler, then it is invoked again the next time Unity IAP initializes. Consider implementing your own de-duplication logic.

> **Note:**
>
> If you don't confirm purchases, the store sends back the purchases, and some stores may even refund it automatically to protect the users.

```cs
// Handle restore on initialization
private async void Start()
{
    // Setup, e.g. add listeners to your StoreController...
    m_StoreController.OnPurchasePending += OnPurchasePending;
    m_StoreController.OnPurchasesFetched += OnPurchasesFetched;
    await m_StoreController.Connect();

    // Fetch previous purchases (includes confirmed orders)
    m_StoreController.FetchPurchases();
}

// Handle new purchases and pending transactions
private void OnPurchasePending(PendingOrder order)
{
    ProcessPurchase(order);
}

// Handle fetched purchases (includes previously confirmed orders)
private void OnPurchasesFetched(Orders orders)
{
    foreach (var confirmedOrder in orders.ConfirmedOrders)
    {
        if (confirmedOrder.CartOrdered.Items().FirstOrDefault()?.Product.definition.type != ProductType.Consumable)
        {
            // Mark non-consumable and subscription products as entitled on fetch, as they only need to be granted once
            MarkAsEntitled(confirmedOrder.CartOrdered.Items().FirstOrDefault().Product);
        }
    }
}

// Your ProcessPurchase logic
private void ProcessPurchase(PendingOrder order)
{
    foreach (var product in order.CartOrdered.Items())
    {
        // Grant product
        GrantProduct(product);
    }
    // Confirm the order to finalize the transaction
    m_StoreController.ConfirmPurchase(order);
}
```

## Reflect purchase state in your UI

Keep your buy buttons in sync with the purchase and entitlement state that Unity IAP reports, rather than treating them as always available. Syncing button states prevents duplicate purchase attempts, avoids offering a product the player already owns, and gives clear feedback while a purchase is processing. The correct mapping depends on the product type.

### Non-consumables and subscriptions

Non-consumable and subscription products are entitled once and shouldn't be offered for purchase while the user owns them.

After `FetchPurchases` succeeds, or when `CheckEntitlement` returns `FullyEntitled`, reflect that entitlement state in your UI instead of a purchase action:

* Non-consumables: Show an **Owned** state. Non-consumables are purchased once and owned forever, so no further action is needed unless the purchase is later refunded.
* Subscriptions: Show a **Manage** or **Renew** action. Unlike non-consumables, subscriptions can expire or be canceled, so provide a mechanism for the player to manage, renew, or cancel them.

Because subscriptions can expire, reevaluate subscription state on each app launch. Don't permanently cache subscriptions as owned.

### Consumables

Consumables are normally available for purchase. Don't deactivate the buy button based on entitlement.

`NotEntitled` is expected for a consumable that the player can buy again.

Only deactivate the buy button when there's an unfinished order. If a consumable has an associated `PendingOrder`, either reported through `OnPurchasePending` or returned as `EntitledUntilConsumed` by `CheckEntitlement`, complete the order before reenabling the button:

1. Grant the reward.
2. Call [`ConfirmPurchase`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_ConfirmPurchase_UnityEngine_Purchasing_PendingOrder_).
3. Re-enable the buy button.

Don't permanently deactivate the buy button of a consumable after purchase.

### Update the button state during purchase flow

Deactivate the buy button when the purchase starts, whether you call `PurchaseProduct` or the Direct-to-Consumer (D2C) `ShowPurchaseOption`.

Because the button is deactivated when the purchase starts, update its state in every callback that can resolve the purchase attempt. Otherwise, the button can remain deactivated.

Update the button state in the following callbacks when the purchase attempt resolves:

| Callback                                                                                                                                                                                                             | Description                                                                                                                                                                                                                                                                                                                                                      |
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [`OnPurchasePending`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchasePending)           | The purchase is paid and awaiting fulfillment. This order can be a new purchase or an unconfirmed order redelivered at launch. After you fulfill and confirm the order, set the resolved state: owned for a non-consumable product or subscription, or buyable for a consumable product. For more information, refer to [Process purchases](#process-purchases). |
| [`OnPurchaseConfirmed`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchaseConfirmed)       | The order has been fulfilled and acknowledged. Use this callback to set the final owned state for non-consumable products and subscriptions if you don't do so in `OnPurchasePending`.                                                                                                                                                                           |
| [`OnPurchaseFailed`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchaseFailed)             | The purchase failed or the player canceled it. Return the button to its buyable state.                                                                                                                                                                                                                                                                           |
| [`OnPurchaseDeferred`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchaseDeferred)         | The purchase is deferred and waiting to complete, such as for Ask to Buy approval. Show a waiting state instead of re-enabling the button.                                                                                                                                                                                                                       |
| [`OnPurchasesFetched`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchasesFetched)         | Purchases retrieved on launch or restore. Set the owned state for any non-consumable products and subscriptions the player already owns.                                                                                                                                                                                                                         |
| [`OnPurchasesFetchFailed`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_OnPurchasesFetchFailed) | The fetch couldn't complete, including when the device is offline and the status is `Unknown`. Leave the button in its buyable state so the player isn't locked out of a purchase they're entitled to make.                                                                                                                                                      |

Register these callbacks on your `StoreController` during setup, as shown in the example in [Process purchases](#process-purchases).

> **Note:**
>
> You don't need to call `CheckEntitlement` to keep the UI in sync. The purchase and entitlement state is available from the `Order` objects that `FetchPurchases` returns and from pending orders delivered through `OnPurchasePending`.
>
> `CheckEntitlement` is an optional convenience method that returns the status of a single product, so you don't have to inspect fetched orders yourself.

## Purchase acknowledgement and reliability

Unity IAP requires you to explicitly acknowledge purchases to ensure that purchases are reliably fulfilled, even during network outages or application crashes. If a purchase is paid for but not fulfilled, Unity IAP delivers the purchase to your application the next time it initializes. This process prevents purchases from being lost when the purchase flow is interrupted or when purchases are completed while the application is offline.

After successfully fulfilling a purchase, call [`ConfirmPurchase`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_ConfirmPurchase_UnityEngine_Purchasing_PendingOrder_) with the relevant  `PendingOrder` to acknowledge the purchase to the store.

> **Warning:**
>
> Always acknowledge purchases. If you don't, the following can happen:
>
> * Unity IAP re-invokes `OnPurchasePending` for the order on every subsequent `FetchPurchases` call or session start until you acknowledge it. Without your own de-duplication logic, this can grant the same item more than once.
> * Some stores reverse the purchase automatically. For example, Google Play refunds an unacknowledged purchase after three days, and the Apple App Store applies similar protective logic on a less strict timeline.
> * To the player, the purchase appears to succeed and then disappear, which looks like a broken purchase.

> **Note:**
>
> For consumables, once you acknowledge the purchase, the store does not return it again. Always persist consumable rewards remotely. If you store consumable rewards locally, you risk losing data with no way to restore it.

## Acknowledge purchases persisted to the cloud

If you are saving consumable purchases to the cloud, you must call [`ConfirmPurchase`](https://docs.unity3d.com/Packages/com.unity.purchasing@latest?subfolder=/api/UnityEngine.Purchasing.IPurchaseService.html#UnityEngine_Purchasing_IPurchaseService_ConfirmPurchase_UnityEngine_Purchasing_PendingOrder_) when you have successfully persisted the purchase.

When returning `Pending`, Unity IAP keeps transactions open on the underlying store until confirmed as processed. This ensures consumable purchases are not lost even if a user reinstalls your application while a consumable is pending.
