LootLocker Unity SDK 8.0.0
Game backend SDK for Unity
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Purchasing

Detailed Description

Initiate and validate purchases — both real-money (IAP) and virtual-currency.

Real-money purchases integrate with first-party payment systems (Apple App Store, Google Play, Steam) to process and server-side validate IAP receipts. Virtual purchases debit a player's Wallet and grant the catalog item. Both flows produce an entitlement inspectable via Entitlements.

See the LootLocker documentation — Real-Money Purchases and Virtual Purchases.

Function Documentation

◆ ActivateRentalAsset()

static void LootLocker.Requests.LootLockerSDKManager.ActivateRentalAsset ( int  assetInstanceID,
Action< LootLockerActivateRentalAssetResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Activate a rental asset.

This will grant the asset to the player and start the rental timer on the server.

Parameters
assetInstanceIDThe asset instance ID of the asset to activate
onCompleteonComplete Action for handling the response of type LootLockerActivateARentalAssetResponse
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ BeginSteamPurchaseRedemption()

static void LootLocker.Requests.LootLockerSDKManager.BeginSteamPurchaseRedemption ( string  steamId,
string  currency,
string  language,
string  catalogItemId,
Action< LootLockerBeginSteamPurchaseRedemptionResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Begin a Steam purchase with the given settings that when finalized will redeem the specified catalog item.

Steam in-app purchases need to be configured for this to work Steam in-app purchases works slightly different from other platforms, you begin a purchase with this call which initiates it in Steams backend While your app is waiting for the user to finalize that purchase you can use QuerySteamPurchaseRedemptionStatus to get the status, when that tells you that the purchase is Approved you can finalize the purchase using FinalizeSteamPurchaseRedemption

Parameters
steamIdId of the Steam User that is making the purchase
currencyThe currency to use for the purchase
languageThe language to use for the purchase
catalogItemIdThe LootLocker Catalog Item Id for the item you wish to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ BeginSteamPurchaseRedemptionForClass()

static void LootLocker.Requests.LootLockerSDKManager.BeginSteamPurchaseRedemptionForClass ( int  classId,
string  steamId,
string  currency,
string  language,
string  catalogItemId,
Action< LootLockerBeginSteamPurchaseRedemptionResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Begin a Steam purchase with the given settings that when finalized will redeem the specified catalog item for the specified class.

Steam in-app purchases need to be configured for this to work Steam in-app purchases works slightly different from other platforms, you begin a purchase with this call which initiates it in Steams backend While your app is waiting for the user to finalize that purchase you can use QuerySteamPurchaseRedemptionStatus to get the status, when that tells you that the purchase is Approved you can finalize the purchase using FinalizeSteamPurchaseRedemption

Parameters
classIdId of the class to make the purchase for
steamIdId of the Steam User that is making the purchase
currencyThe currency to use for the purchase
languageThe language to use for the purchase
catalogItemIdThe LootLocker Catalog Item Id for the item you wish to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ CancelAsyncPurchasePolling()

static void LootLocker.Requests.LootLockerSDKManager.CancelAsyncPurchasePolling ( Guid  processGuid)
inlinestatic

Cancel an ongoing async purchase polling process.

Parameters
processGuidThe Guid returned by InitiateAndPollAsyncPurchaseCatalogItems or InitiateAndPollAsyncPurchaseSingleCatalogItem

◆ CreateStripeCheckoutSession()

static void LootLocker.Requests.LootLockerSDKManager.CreateStripeCheckoutSession ( string  catalogItemId,
Action< LootLockerCreateStripeCheckoutSessionResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Create a Stripe Checkout session for a catalog item.

This initiates a Stripe-hosted checkout flow. The response contains a checkout_link — open it in a browser or webview so the player can complete the payment on Stripe's hosted checkout page. The response also contains an entitlement_id which can be used to track the purchase progress via the entitlements endpoint.

Stripe in-app purchases must be configured in the LootLocker dashboard for this to work.

Parameters
catalogItemIdThe ULID of the catalog item to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ FinalizeSteamPurchaseRedemption()

static void LootLocker.Requests.LootLockerSDKManager.FinalizeSteamPurchaseRedemption ( string  entitlementId,
Action< LootLockerResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Finalize a started Steam Purchase and subsequently redeem the catalog items that the entitlement refers to.

The steam purchase needs to be in status Approved for this call to work

Parameters
entitlementIdThe id of the entitlement to finalize the purchase for
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ GetAsyncPurchaseStatus()

static void LootLocker.Requests.LootLockerSDKManager.GetAsyncPurchaseStatus ( string  entitlementId,
Action< LootLockerAsyncPurchaseStatusResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Get the status of an async purchase.

Parameters
entitlementIdThe entitlement id returned when initiating the async purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ InitiateAndPollAsyncPurchaseCatalogItems()

static Guid LootLocker.Requests.LootLockerSDKManager.InitiateAndPollAsyncPurchaseCatalogItems ( string  walletId,
LootLockerCatalogItemAndQuantityPair[]  items,
Action< LootLockerAsyncPurchaseStatusResponse onStatusUpdate,
Action< LootLockerAsyncPurchaseStatusResponse onComplete,
float  pollingIntervalSeconds = 1::0f,
float  timeoutAfterMinutes = 5::0f,
string  forPlayerWithUlid = null 
)
inlinestatic

Initiate an async purchase of one or more catalog items and automatically poll until it reaches a terminal state.

While pending, onStatusUpdate (if provided) is called each poll. When active, failed, timed out, or cancelled, onComplete is called.

Parameters
walletIdThe id of the wallet to use for the purchase
itemsThe catalog items with quantities to purchase
onStatusUpdateOptional: Called on each poll while the purchase is pending
onCompleteCalled when the purchase reaches a terminal state
pollingIntervalSecondsOptional: How often to poll in seconds (minimum 1)
timeoutAfterMinutesOptional: How many minutes before the process times out
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.
Returns
A Guid identifying this process. Pass it to CancelAsyncPurchasePolling to cancel early.

◆ InitiateAndPollAsyncPurchaseSingleCatalogItem()

static Guid LootLocker.Requests.LootLockerSDKManager.InitiateAndPollAsyncPurchaseSingleCatalogItem ( string  walletId,
string  itemId,
int  quantity,
Action< LootLockerAsyncPurchaseStatusResponse onStatusUpdate,
Action< LootLockerAsyncPurchaseStatusResponse onComplete,
float  pollingIntervalSeconds = 1::0f,
float  timeoutAfterMinutes = 5::0f,
string  forPlayerWithUlid = null 
)
inlinestatic

Initiate an async purchase of a single catalog item and automatically poll until it reaches a terminal state.

While pending, onStatusUpdate (if provided) is called each poll. When active, failed, timed out, or cancelled, onComplete is called.

Parameters
walletIdThe id of the wallet to use for the purchase
itemIdThe catalog listing id of the item to purchase
quantityThe quantity of the item to purchase
onStatusUpdateOptional: Called on each poll while the purchase is pending
onCompleteCalled when the purchase reaches a terminal state
pollingIntervalSecondsOptional: How often to poll in seconds (minimum 1)
timeoutAfterMinutesOptional: How many minutes before the process times out
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.
Returns
A Guid identifying this process. Pass it to CancelAsyncPurchasePolling to cancel early.

◆ InitiateAsyncPurchaseCatalogItems()

static void LootLocker.Requests.LootLockerSDKManager.InitiateAsyncPurchaseCatalogItems ( string  walletId,
LootLockerCatalogItemAndQuantityPair[]  items,
Action< LootLockerAsyncPurchaseInitiatedResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Initiate an async purchase of one or more catalog items using a specified wallet.

The async purchase flow uses a dedicated endpoint and returns an entitlement_id to poll for status. Use InitiateAndPollAsyncPurchaseCatalogItems for an automatic polling experience.

Parameters
walletIdThe id of the wallet to use for the purchase
itemsThe catalog items with quantities to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ InitiateAsyncPurchaseSingleCatalogItem()

static void LootLocker.Requests.LootLockerSDKManager.InitiateAsyncPurchaseSingleCatalogItem ( string  walletId,
string  itemId,
int  quantity,
Action< LootLockerAsyncPurchaseInitiatedResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Initiate an async purchase of a single catalog item using a specified wallet.

The async purchase flow uses a dedicated endpoint and returns an entitlement_id to poll for status. Use InitiateAndPollAsyncPurchaseSingleCatalogItem for an automatic polling experience.

Parameters
walletIdThe id of the wallet to use for the purchase
itemIdThe catalog listing id of the item to purchase
quantityThe quantity of the item to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ LootLockerPurchaseCatalogItems()

static void LootLocker.Requests.LootLockerSDKManager.LootLockerPurchaseCatalogItems ( string  walletId,
LootLockerCatalogItemAndQuantityPair[]  itemsToPurchase,
Action< LootLockerPurchaseCatalogItemResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Purchase one or more catalog items using a specified wallet.

Parameters
walletIdThe id of the wallet to use for the purchase
itemsToPurchaseA list of items to purchase along with the quantity of each item to purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ LootLockerPurchaseSingleCatalogItem()

static void LootLocker.Requests.LootLockerSDKManager.LootLockerPurchaseSingleCatalogItem ( string  walletID,
string  itemID,
int  quantity,
Action< LootLockerPurchaseCatalogItemResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Purchase one catalog item using a specified wallet.

Parameters
walletIDThe id of the wallet to use for the purchase
itemIDThe id of the item that you want to purchase
quantityThe amount that you want to purchase the item
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ PollOrderStatus()

static void LootLocker.Requests.LootLockerSDKManager.PollOrderStatus ( int  assetId,
Action< LootLockerPurchaseOrderStatus >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

This will give you the current status of a purchase.

These statuses can be returned; open - The order is being processed closed - The order have been processed successfully refunded - The order has been refunded canceled - The order has been canceled failed - The order failed

Parameters
assetIdThe ID of the asset to check the status for
onCompleteonComplete Action for handling the response of type LootLockerPurchaseOrderStatus
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ QuerySteamPurchaseRedemption()

static void LootLocker.Requests.LootLockerSDKManager.QuerySteamPurchaseRedemption ( string  entitlementId,
Action< LootLockerQuerySteamPurchaseRedemptionStatusResponse >  onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Check the Steam Purchase status for a given entitlement.

Use this to check the status of an ongoing purchase to know when it's ready to finalize or has been aborted or use this to get information for a completed purchase

Parameters
entitlementIdThe id of the entitlement to check the status for
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemAppleAppStorePurchaseForClass()

static void LootLocker.Requests.LootLockerSDKManager.RedeemAppleAppStorePurchaseForClass ( string  transactionId,
int  classId,
Action< LootLockerResponse onComplete,
bool  sandboxed = false,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Apple App Store for a class that the current player owns.

Parameters
transactionIdThe id of the transaction successfully made towards the Apple App Store
classIdThe id of the class to redeem this transaction for
onCompleteonComplete Action for handling the response
sandboxedOptional: Should this redemption be made towards sandbox App Store
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemAppleAppStorePurchaseForPlayer()

static void LootLocker.Requests.LootLockerSDKManager.RedeemAppleAppStorePurchaseForPlayer ( string  transactionId,
Action< LootLockerResponse onComplete,
bool  sandboxed = false,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Apple App Store for the current player.

Parameters
transactionIdThe id of the transaction successfully made towards the Apple App Store
onCompleteonComplete Action for handling the response
sandboxedOptional: Should this redemption be made towards sandbox App Store
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemEpicStorePurchaseForClass()

static void LootLocker.Requests.LootLockerSDKManager.RedeemEpicStorePurchaseForClass ( string  accountId,
string  bearerToken,
List< string >  entitlementIds,
string  sandboxId,
int  classId,
Action< LootLockerResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Epic Store for a class that the current player owns.

Parameters
accountIdThe Epic account id of the account that this purchase was made for
bearerTokenThis is the token from epic used to allow the LootLocker backend to verify ownership of the specified entitlements. This is sometimes referred to as the Server Auth Ticket or Auth Token depending on your Epic integration.
entitlementIdsThe ids of the purchased entitlements that you wish to redeem
sandboxIdThe Sandbox Id configured for the game making the purchase (this is the sandbox id from your epic online service configuration)
classIdThe id of the class to redeem this purchase for
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional: Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemEpicStorePurchaseForPlayer()

static void LootLocker.Requests.LootLockerSDKManager.RedeemEpicStorePurchaseForPlayer ( string  accountId,
string  bearerToken,
List< string >  entitlementIds,
string  sandboxId,
Action< LootLockerResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Epic Store for the current player.

Parameters
accountIdThe Epic account id of the account that this purchase was made for
bearerTokenThis is the token from epic used to allow the LootLocker backend to verify ownership of the specified entitlements. This is sometimes referred to as the Server Auth Ticket or Auth Token depending on your Epic integration.
entitlementIdsThe ids of the purchased entitlements that you wish to redeem
sandboxIdThe Sandbox Id configured for the game making the purchase (this is the sandbox id from your epic online service configuration)
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional: Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemGooglePlayStorePurchaseForClass()

static void LootLocker.Requests.LootLockerSDKManager.RedeemGooglePlayStorePurchaseForClass ( string  productId,
string  purchaseToken,
int  classId,
Action< LootLockerResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Google Play Store for a class that the current player owns.

Parameters
productIdThe id of the product that this redemption refers to
purchaseTokenThe token from the purchase successfully made towards the Google Play Store
classIdThe id of the class to redeem this purchase for
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RedeemGooglePlayStorePurchaseForPlayer()

static void LootLocker.Requests.LootLockerSDKManager.RedeemGooglePlayStorePurchaseForPlayer ( string  productId,
string  purchaseToken,
Action< LootLockerResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Redeem a purchase that was made successfully towards the Google Play Store for the current player.

Parameters
productIdThe id of the product that this redemption refers to
purchaseTokenThe token from the purchase successfully made towards the Google Play Store
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RefundByEntitlementIds()

static void LootLocker.Requests.LootLockerSDKManager.RefundByEntitlementIds ( string[]  entitlementIds,
Action< LootLockerRefundByEntitlementIdsResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Refund one or more entitlements by their IDs.

Submits a refund request for the specified entitlement IDs. Assets associated with the entitlements will be removed from the player's inventory where possible, the original purchase currency will be credited back, and any currency rewards tied to the entitlement will be clawed back. The response includes details on what was reversed and any warnings for items that could not be fully reversed.

Parameters
entitlementIdsThe IDs of the entitlements to refund
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

◆ RetryAsyncPurchase()

static void LootLocker.Requests.LootLockerSDKManager.RetryAsyncPurchase ( string  entitlementId,
string  walletId,
LootLockerCatalogItemAndQuantityPair[]  items,
Action< LootLockerAsyncPurchaseInitiatedResponse onComplete,
string  forPlayerWithUlid = null 
)
inlinestatic

Retry a failed async purchase.

Parameters
entitlementIdThe entitlement id of the failed purchase
walletIdThe id of the wallet to use for the retry
itemsThe catalog items with quantities from the original purchase
onCompleteonComplete Action for handling the response
forPlayerWithUlidOptional : Execute the request for the specified player. If not supplied, the default player will be used.

Functions

static void LootLocker.Requests.LootLockerSDKManager.PollOrderStatus (int assetId, Action< LootLockerPurchaseOrderStatus > onComplete, string forPlayerWithUlid=null)
 This will give you the current status of a purchase.
 
static void LootLocker.Requests.LootLockerSDKManager.ActivateRentalAsset (int assetInstanceID, Action< LootLockerActivateRentalAssetResponse > onComplete, string forPlayerWithUlid=null)
 Activate a rental asset.
 
static void LootLocker.Requests.LootLockerSDKManager.LootLockerPurchaseSingleCatalogItem (string walletID, string itemID, int quantity, Action< LootLockerPurchaseCatalogItemResponse > onComplete, string forPlayerWithUlid=null)
 Purchase one catalog item using a specified wallet.
 
static void LootLocker.Requests.LootLockerSDKManager.LootLockerPurchaseCatalogItems (string walletId, LootLockerCatalogItemAndQuantityPair[] itemsToPurchase, Action< LootLockerPurchaseCatalogItemResponse > onComplete, string forPlayerWithUlid=null)
 Purchase one or more catalog items using a specified wallet.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemAppleAppStorePurchaseForPlayer (string transactionId, Action< LootLockerResponse > onComplete, bool sandboxed=false, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Apple App Store for the current player.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemAppleAppStorePurchaseForClass (string transactionId, int classId, Action< LootLockerResponse > onComplete, bool sandboxed=false, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Apple App Store for a class that the current player owns.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemGooglePlayStorePurchaseForPlayer (string productId, string purchaseToken, Action< LootLockerResponse > onComplete, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Google Play Store for the current player.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemGooglePlayStorePurchaseForClass (string productId, string purchaseToken, int classId, Action< LootLockerResponse > onComplete, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Google Play Store for a class that the current player owns.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemEpicStorePurchaseForPlayer (string accountId, string bearerToken, List< string > entitlementIds, string sandboxId, Action< LootLockerResponse > onComplete, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Epic Store for the current player.
 
static void LootLocker.Requests.LootLockerSDKManager.RedeemEpicStorePurchaseForClass (string accountId, string bearerToken, List< string > entitlementIds, string sandboxId, int classId, Action< LootLockerResponse > onComplete, string forPlayerWithUlid=null)
 Redeem a purchase that was made successfully towards the Epic Store for a class that the current player owns.
 
static void LootLocker.Requests.LootLockerSDKManager.BeginSteamPurchaseRedemption (string steamId, string currency, string language, string catalogItemId, Action< LootLockerBeginSteamPurchaseRedemptionResponse > onComplete, string forPlayerWithUlid=null)
 Begin a Steam purchase with the given settings that when finalized will redeem the specified catalog item.
 
static void LootLocker.Requests.LootLockerSDKManager.BeginSteamPurchaseRedemptionForClass (int classId, string steamId, string currency, string language, string catalogItemId, Action< LootLockerBeginSteamPurchaseRedemptionResponse > onComplete, string forPlayerWithUlid=null)
 Begin a Steam purchase with the given settings that when finalized will redeem the specified catalog item for the specified class.
 
static void LootLocker.Requests.LootLockerSDKManager.QuerySteamPurchaseRedemption (string entitlementId, Action< LootLockerQuerySteamPurchaseRedemptionStatusResponse > onComplete, string forPlayerWithUlid=null)
 Check the Steam Purchase status for a given entitlement.
 
static void LootLocker.Requests.LootLockerSDKManager.FinalizeSteamPurchaseRedemption (string entitlementId, Action< LootLockerResponse > onComplete, string forPlayerWithUlid=null)
 Finalize a started Steam Purchase and subsequently redeem the catalog items that the entitlement refers to.
 
static void LootLocker.Requests.LootLockerSDKManager.InitiateAsyncPurchaseSingleCatalogItem (string walletId, string itemId, int quantity, Action< LootLockerAsyncPurchaseInitiatedResponse > onComplete, string forPlayerWithUlid=null)
 Initiate an async purchase of a single catalog item using a specified wallet.
 
static void LootLocker.Requests.LootLockerSDKManager.InitiateAsyncPurchaseCatalogItems (string walletId, LootLockerCatalogItemAndQuantityPair[] items, Action< LootLockerAsyncPurchaseInitiatedResponse > onComplete, string forPlayerWithUlid=null)
 Initiate an async purchase of one or more catalog items using a specified wallet.
 
static void LootLocker.Requests.LootLockerSDKManager.GetAsyncPurchaseStatus (string entitlementId, Action< LootLockerAsyncPurchaseStatusResponse > onComplete, string forPlayerWithUlid=null)
 Get the status of an async purchase.
 
static void LootLocker.Requests.LootLockerSDKManager.RetryAsyncPurchase (string entitlementId, string walletId, LootLockerCatalogItemAndQuantityPair[] items, Action< LootLockerAsyncPurchaseInitiatedResponse > onComplete, string forPlayerWithUlid=null)
 Retry a failed async purchase.
 
static Guid LootLocker.Requests.LootLockerSDKManager.InitiateAndPollAsyncPurchaseSingleCatalogItem (string walletId, string itemId, int quantity, Action< LootLockerAsyncPurchaseStatusResponse > onStatusUpdate, Action< LootLockerAsyncPurchaseStatusResponse > onComplete, float pollingIntervalSeconds=1.0f, float timeoutAfterMinutes=5.0f, string forPlayerWithUlid=null)
 Initiate an async purchase of a single catalog item and automatically poll until it reaches a terminal state.
 
static Guid LootLocker.Requests.LootLockerSDKManager.InitiateAndPollAsyncPurchaseCatalogItems (string walletId, LootLockerCatalogItemAndQuantityPair[] items, Action< LootLockerAsyncPurchaseStatusResponse > onStatusUpdate, Action< LootLockerAsyncPurchaseStatusResponse > onComplete, float pollingIntervalSeconds=1.0f, float timeoutAfterMinutes=5.0f, string forPlayerWithUlid=null)
 Initiate an async purchase of one or more catalog items and automatically poll until it reaches a terminal state.
 
static void LootLocker.Requests.LootLockerSDKManager.CancelAsyncPurchasePolling (Guid processGuid)
 Cancel an ongoing async purchase polling process.
 
static void LootLocker.Requests.LootLockerSDKManager.RefundByEntitlementIds (string[] entitlementIds, Action< LootLockerRefundByEntitlementIdsResponse > onComplete, string forPlayerWithUlid=null)
 Refund one or more entitlements by their IDs.
 
static void LootLocker.Requests.LootLockerSDKManager.CreateStripeCheckoutSession (string catalogItemId, Action< LootLockerCreateStripeCheckoutSessionResponse > onComplete, string forPlayerWithUlid=null)
 Create a Stripe Checkout session for a catalog item.