SEELE AIStart creating

Technical Producer guide · Unity Prototype Teams · Koin purchase UX

Technical Producer Guide to Koin Inventory Delivery for Unity Prototype Teams

Use a playable browser prototype to work through inventory delivery for Unity prototype teams. The goal is to make the player journey concrete before the team commits to native commerce implementation.

Create this game flow
Technical Producer Guide to Koin Inventory Delivery for Unity Prototype Teams visual reference
Visual reference only. Your generated game follows the prompt you choose.

Define the Unity prototype teams scope

Technical producer focus

Turn the purchase into named states and transitions. Separate the player-facing prototype from identity, persistence, native billing, security, and refund work.

Platform context

Design for the input, layout, interruption, and return behavior players expect from Unity prototype teams.

Prototype boundary

SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Inventory Delivery in practice

Starting state

Show one item the player may decline, its preview, precise Koin price, balance before spending, and ownership rule in a layout suited to Unity prototype teams.

Main task

Write how to connect successful purchase to a visible owned or quantity state. Keep each change visible to the player rather than hiding it in technical state.

Recovery

Make cancelling the action, an insufficient balance, pending, interrupted delivery, and reload visually distinct, with a safe next action.

Role decision

Map preview, confirmation, a player cancellation, too little Koin, pending, success, delivery, owned, and reload. Give every failure a safe next action. Use the prototype to resolve player-facing questions before creating platform integration tasks.

Solve the inventory delivery details

Use it as a design reference

For a technical producer, this inventory delivery prototype should make every player action and result the player can inspect easy to evaluate. Write how to connect successful purchase to a visible owned or quantity state. Map preview, confirmation, a player cancellation, not enough Koin, pending, success, delivery, owned, and reload. Give every failure a safe next action. Validate item value, wording, state order, and player recovery in the browser before translating behavior into Unity scenes, prefabs, services, and platform-specific implementation tasks.

Write the Unity handoff separately

Identify UI states, game-state ownership, durable entitlements, native billing adapters, security, refunds, and test environments. The playable page does not configure Unity IAP or produce a store build.

Compare the later implementation

When a Unity version exists, replay the same cancel, insufficient Koin, interruption, success, delivery, and reopen scenarios. Match player outcomes rather than copying browser code or assuming parity.

Name every state and owner

Separate preview, confirmation, pending, success, delivery, owned, insufficient Koin, cancel, interrupted, and reopened states. Assign later production work for identity, persistence, native billing, security, refunds, policy, and monitoring.

Define idempotent recovery

Repeated confirmation, a slow response, navigation during delivery, and reopening must resolve to one result. Record which state is authoritative and how the player can safely retry without another grant or Koin deduction.

Turn the prototype into tickets

Capture the visible behavior first, then create implementation tasks with expected examples for each transition and platform boundary. Do not translate a working browser interaction into an unsupported claim that backend commerce is complete.

Connect success to the item

A success message is not delivery. Place the cosmetic, consumable, unlock, or upgrade in the screen where the player expects to use it. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Show ownership and quantity

Use owned, equipped, unlocked, or remaining quantity as appropriate. The state should match the promise made on the offer card. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Verify delivery after reload

Reload the prototype and return to inventory. The item should remain visible without subtracting Koin or granting a second copy. Test that behavior using Unity prototype teams. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Prototype the player journey

  1. 1. Set the platform context

    Choose the input and screen behavior for Unity prototype teams. State the platform limit beside the prototype brief.

    Result: An honest scope

  2. 2. Map inventory delivery

    Write how to connect successful purchase to a visible owned or quantity state. Describe the player action and visible response at each point.

    Result: A clear inventory delivery sequence

  3. 3. Add the Koin choice

    Show the item, exact price, balance, confirm, cancel, pending, success, and delivery without payment-provider screens.

    Result: A complete player journey

  4. 4. Apply the technical producer lens

    Map preview, confirmation, cancelling the action, an insufficient balance, pending, success, delivery, owned, and reload. Give every failure a safe next action.

    Result: Technical producer focus

  5. 5. Test return and recovery

    Interrupt delivery, repeat the input, and reload. The prototype should never grant twice or leave the player in an unexplained state. Repeat the test after interruption and reload.

    Result: A stable prototype

Generate the Unity prototype teams prototype

Prompt 1

Create a design reference for a later Unity implementation for a technical producer. Focus the IAP prototype on connect successful purchase to a visible owned or quantity state. Use a direct Koin item transaction with preview, exact price, confirmation, cancel, insufficient balance, success, delivery, and reload behavior. The technical producer must be able to name every state, owner, failure path, and expected check. Do not add subscriptions, payment-provider UI, revenue analytics, or native platform claims. State this boundary: SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Prompt 2

Keep the item optional. Show its precise Koin price, balance before spending, confirm, cancel, low-balance, success, visible delivery, and reload states.

Technical Producer test checklist

Limits for Unity prototype teams

Frequently asked questions

What does inventory delivery mean here?

Write how to connect successful purchase to a visible owned or quantity state. The result is shown as a playable Koin flow.

Is this a subscription?

No. The player spends Koin directly on one named item or unlock.

What happens if the player cancels?

Return to the same game state without spending Koin or delivering the item.

What if the Koin balance is too low?

Explain the shortage, preserve progress, and do not deliver the item.

Does this include payment or revenue reports?

No. It covers the player-facing purchase experience, not financial reporting.

Is the prototype ready for a native store?

No. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.

Create the inventory delivery prototype

Open the complete prompt in SEELE, adjust the item and Koin price, then generate a playable version you can test.

Open this prompt in Workspace