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Unity · Technical Producer · IAP Catalog Design guide

Unity IAP Catalog Design for Tech Producers

Use a browser-playable Unity context to produce a state-machine and implementation handoff. Own transaction IDs, duplicate-submit guards, delivery ownership, reconciliation, persistence, and rollback evidence; treat the result as a workflow prototype, not proof that native billing is connected.

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Technical Producer: Unity Game IAP - Specify and Test Koin Catalog Design visual reference
Visual reference only. Your generated game follows the prompt you choose.

Focused keyword and player case

Technical Producer handoff: worked Unity example

One concrete offer

Prototype a three-item catalog with one cosmetic, one bounded consumable, and one optional content pack. The technical producer reviews item scope, price ladder, free baseline, and catalog overlap and delivers a state-machine and implementation handoff. Acceptance means every transition has an owner, an observable receipt, an idempotent retry rule, and a safe recovery path after interruption.

Real gameplay reference and full state model

Use the focused IAP Catalog Design hub for an authentic screenshot, direct playable result, and the complete purchase-state checklist. Gameplay evidence supports placement testing; it does not prove a live transaction.

Open the IAP Catalog Design hub →

Technical Producer decisions for Unity prototype teams

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.

Catalog Design in practice

Starting state

Show one non-required item, its preview, specific Koin amount, current Koin balance, and ownership rule in a layout suited to Unity prototype teams.

Main task

Write how to define item identity, value, Koin price, preview, and ownership before checkout. Keep each change visible to the player rather than hiding it in technical state.

Recovery

Make cancellation, not enough Koin, pending, interrupted delivery, and reload visually distinct, with a safe next action.

Role decision

Map preview, confirmation, cancelling the action, an insufficient balance, 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.

Technical Producer deep dive on catalog design

Use it as a design reference

For a technical producer, this catalog design prototype should make every player action and player-visible outcome easy to evaluate. Write how to define item identity, value, Koin price, preview, and ownership before checkout. 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.

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.

Compare items consistently

Use the same fields for every offer: preview, benefit, ownership or duration, precise Koin price, and owned state. Consistent cards make differences easier to understand. 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.

Keep the first catalog small

Start with one to three clearly different items. A large grid makes it harder to find unclear value, duplicated promises, and missing delivery states. 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.

Design owned and unavailable states

A catalog also needs sold, owned, equipped, and unavailable presentations. Do not leave a purchased item looking buyable after reload. 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.

Technical Producer workflow for 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 catalog design

    Write how to define item identity, value, Koin price, preview, and ownership before checkout. Describe the player action and visible response at each point.

    Result: A clear catalog design 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, cancellation, not enough Koin, 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

Prompt every state and recovery path

Prompt 1

Create a design reference for a later Unity implementation for a technical producer. Focus the IAP prototype on define item identity, value, Koin price, preview, and ownership before checkout. 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 specific Koin amount, current Koin balance, confirm, cancel, low-balance, success, visible delivery, and reload states.

Technical Producer test checklist

Platform and implementation limits

Unity · Technical Producer IAP questions

What does the technical producer own in Unity iap catalog design?

Own transaction IDs, duplicate-submit guards, delivery ownership, reconciliation, persistence, and rollback evidence. Coordinate adjacent work, but keep the page's acceptance artifact specific to this role.

What artifact should the technical producer hand off?

Deliver a state-machine and implementation handoff that records item scope, price ladder, free baseline, and catalog overlap, named owners, failure states, and the next production verification step.

Does this create a production-ready Unity store?

No. Production release still requires authenticated records, security, refunds, platform compliance, monitoring, and support procedures.

Specify and Test the catalog design 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