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.
Technical Producer guide · Unity Prototype Teams · Koin purchase UX
Use a browser-based playable build to work through purchase recovery 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
Turn the purchase into named states and transitions. Separate the player-facing prototype from identity, persistence, native billing, security, and refund work.
Design for the input, layout, interruption, and return behavior players expect from Unity prototype teams.
SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
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.
Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. Keep each change visible to the player rather than hiding it in technical state.
Make cancelling the action, an insufficient balance, pending, interrupted delivery, and reload visually distinct, with a safe next action.
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.
For a technical producer, this purchase recovery prototype should make every player action and player-visible outcome easy to evaluate. Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. Map preview, confirmation, cancelling the action, an insufficient balance, 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.
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.
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.
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.
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.
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.
If delivery is interrupted, explain whether the result is pending, safe to retry, or already complete. Do not show both failure and success. 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.
Repeated clicks and reloads should resolve to one purchase result. The player must never receive duplicate items or lose Koin twice. 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.
A player cancellation, not enough Koin, and recoverable errors should preserve progress and offer a clear return or retry action. 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.
Choose the input and screen behavior for Unity prototype teams. State the platform limit beside the prototype brief.
Result: An honest scope
Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. Describe the player action and visible response at each point.
Result: A clear purchase recovery sequence
Show the item, exact price, balance, confirm, cancel, pending, success, and delivery without payment-provider screens.
Result: A complete player journey
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
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
Create a design reference for a later Unity implementation for a technical producer. Focus the IAP prototype on handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. 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.
Keep the item optional. Show its precise Koin price, balance before spending, confirm, cancel, low-balance, success, visible delivery, and reload states.
Write how to handle reloads, interrupted delivery, duplicate clicks, and insufficient Koin without double granting. The result is shown as a playable Koin flow.
No. The player spends Koin directly on one named item or unlock.
Return to the same game state without spending Koin or delivering the item.
Explain the shortage, preserve progress, and do not deliver the item.
No. It covers the player-facing purchase experience, not financial reporting.
No. SEELE does not claim to configure Unity IAP or ship a native Unity store build from this page.
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