Add-ons Integration
Updated: May 1, 2026
This topic discusses how to integrate add-ons into your app.
You must complete a few requirements first in order to integrate add-ons with your application. The following sections outline how to satisfy the prerequisites.
You must have at least one version of your APK uploaded to the Developer Dashboard before you can use the Monetization API. In addition to setting up the app, you must upload a valid APK package so the system can verify your app's identity and correctly associate it with the Monetization API.
Setting up items for purchase
Before you begin integrating add-ons in your app, you need to define the items that you will be offering for purchase. For guidance on setting up add-ons, see
Setting Up Add-ons.
Unity offers a packaging feature called AssetBundles that is compatible with the generic assets in the Meta Horizon platform.
For more information, see:
Indicate that the app needs an internet connection
For add-ons associated with downloadable content, mark your app as requiring an internet connection.
From the left nav, go to Distribution > App Submissions.
From the App Submissions page, click on the latest version of your app.
Click the App Metadata tab.
Click the Specs tab.
Scroll down to find the Internet Connection dropdown menu. From this menu, select Internet connection required.
The following steps show how to enable in-app purchases. Enabling this feature requires access to a player’s User ID.
From the left nav, go to Requirements > Data Use Checkup.
In the Age group self-certification section, click Start.
In the window that appears, select the age group that best describes your app, then click Continue.
In the Request to access platform features section, click the Add button next to User ID. A new window will open.
- In the User ID window:
- Choose Use Add-ons: Downloadable Content and In-App Purchases Commerce (IAP) from the Usage dropdown menu.
- Enter a detailed Description of how you will use the User ID.
- (Optional) Add any supporting screenshots that further indicate your usage.
- Click the checkbox to agree to Meta terms and policies.
- Click Add to Request.
Back in the Request to access platform features section, click the Add button next to In-App Purchases and/or downloadable content. A new window will open.
- In the In-App Purchases window:
- Choose Use Add-ons: Downloadable Content and In-App Purchases Commerce (IAP) from the Usage dropdown menu.
- Enter a detailed Description of how you will use in-app purchases.
- (Optional) Add any supporting screenshots that further indicate your usage.
- Click the checkbox to agree to Meta terms and policies including without limitation the Developer Data Use Policy.
- Click Add to Request.
In the Data Use Checkup window, click Submit Requests (2).
After submitting your requests, a new window will appear. Answer all of the questions in the Data handling section and click Next.
On the Review requests page, make sure that User ID and In-App Purchases and/or downloadable content are listed under Added in the Your requests section. Click Next.
On the Submit page, click Submit for review.
This section describes how you can offer assets that you’ve built as in-app purchases.
The following SDK methods can be called from your client app. Detail about each function can be found in the Platform SDK
Reference Content.
Retrieve a list of available items and prices by SKU
To retrieve a list of add-on items that are available to the user to purchase by SKU, use the following method. The SKUs must have a description to be retrieved by this method.
This method also returns any virtual SKUs associated with subscription periods.
Platform.IAP.GetProductsBySKU()
If your app displays a price for any add-on, you should use the localized price returned from this endpoint. Do not hard-code price amounts inside the app.
If a subscription tier only has a single subscription period, you can reference that single subscription period as an add-on using the SKU of its tier.
However, to differentiate between multiple subscription periods of the same SKU, we create a virtual SKU for each period by appending the subscription period (WEEKLY, BIWEEKLY, MONTHLY, QUARTERLY, SEMIANNUAL, ANNUAL) to the SKU in this format:
<SKU>:SUBSCRIPTION__<PERIOD>
For example, consider a subscription tier with the SKU MyApp-Subscription that has both monthly and annual subscription periods. You would reference the subscription add-on items by virtual SKU as follows:
MyApp-Subscription:SUBSCRIPTION__MONTHLYMyApp-Subscription:SUBSCRIPTION__ANNUAL
The GetProductsBySKU method also returns virtual SKUs, so to prevent errors, we recommend you call that method to obtain the full list of available SKUs instead of hardcoding virtual SKU strings into your product.
Launch the checkout flow for a SKU
To launch the checkout flow for a user to complete the purchase of a specified SKU, use the following method.
Platform.IAP.LaunchCheckoutFlow()
Retrieve all of the user’s purchased items
To retrieve a list of in-app purchases that the user has made, use the following method. The returned list includes all durable type purchases and any consumable type purchases that have not been consumed.
Platform.IAP.GetViewerPurchases()
Retrieve a cached list of durable items a user has purchased
To retrieve a list of durable add-on items that the user has purchased, use the following method. The returned list contains non-consumable purchases and is populated from the device cache. You should always use
GetViewerPurchases first and then this method if the other call fails.
Platform.IAP.GetViewerPurchasesDurableCache()
To consume a purchased item on behalf of a user, which marks the item as used in the app, use the following method.
Platform.IAP.ConsumePurchase()
The following Unity example demonstrates the end-to-end flow of:
- Retrieving information for an IAP item
- Displaying that information to the user
- Consuming any outstanding purchases
- Initiating the checkout flow when a user indicates that they would like to make a purchase
See
Unity code samples for more information about the code samples and sample apps that are available.
using System;
using System.Collections.Generic;
using Meta.XR.Samples;
using Oculus.Platform;
using Oculus.Platform.Models;
using UnityEngine;
namespace UltimateGloveBall.App
{
/// <summary>
/// Manages in-app purchases. It's a wrapper on the Oculus.Platform.IAP functionalities.
/// This makes it easy to fetch all products and purchases as well as make a purchase.
/// Referenced from: https://developers.meta.com/horizon/documentation/unity/ps-iap/
/// </summary>
[MetaCodeSample("UltimateGloveBall")]
public class IAPManager
{
#region Singleton
private static IAPManager s_instance;
public static IAPManager Instance
{
get
{
s_instance ??= new IAPManager();
return s_instance;
}
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void DestroyInstance()
{
s_instance = null;
}
#endregion // Singleton
/// <summary>
/// The data we get from the error message json string on purchase
/// </summary>
private class PurchaseErrorMessage
{
// Since we convert from json the naming must stay the same as the json format, which is all lowercase
public string category;
public int code;
public string message;
}
private Dictionary<string, Product> m_products = new();
private Dictionary<string, Purchase> m_purchases = new();
private Dictionary<string, List<string>> m_productsByCategory = new();
private List<string> m_availableSkus = new();
public IList<string> AvailableSkus => m_availableSkus;
/// <summary>
/// Asynchronously fetch all products based on the SKU
/// </summary>
public void FetchProducts(string[] skus, string category = null)
{
_ = IAP.GetProductsBySKU(skus)?.OnComplete(message =>
{
GetProductsBySKUCallback(message, category);
});
}
/// <summary>
/// Asynchronously fetch all purchases that were made by the user
/// </summary>
public void FetchPurchases()
{
_ = IAP.GetViewerPurchases()?.OnComplete(GetViewerPurchasesCallback);
}
public List<string> GetProductSkusForCategory(string category)
{
return m_productsByCategory.TryGetValue(category, out var categorySkus) ? categorySkus : null;
}
/// <summary>
/// Returns a product by SKU, otherwise returns null
/// </summary>
public Product GetProduct(string sku)
{
if (m_products.TryGetValue(sku, out var product))
{
return product;
}
Debug.LogError($"[IAPManager] Product {sku} doesn't exist!");
return null;
}
/// <summary>
/// Returns true if the user has purchased the SKU, false if user has not purchased the SKU or if the SKU doesn't exist
/// </summary>
public bool IsPurchased(string sku)
{
return m_purchases.TryGetValue(sku, out _);
}
/// <summary>
/// Returns a purchase by SKU, otherwise returns null
/// </summary>
public Purchase GetPurchase(string sku)
{
return m_purchases.TryGetValue(sku, out var purchase) ? purchase : null;
}
/// <summary>
/// Initiating the checkout flow for a SKU
/// </summary>
public void Purchase(string sku, Action<string, bool, string> onPurchaseFlowCompleted)
{
#if UNITY_EDITOR
m_purchases[sku] = null; // Keep a reference to the purchase, although purchases cannot be made in Editor
onPurchaseFlowCompleted?.Invoke(sku, true, null);
#else
IAP.LaunchCheckoutFlow(sku).OnComplete((Message<Purchase> msg) =>
{
if (msg.IsError)
{
var errorMsgString = msg.GetError().Message;
Debug.LogError($"[IAPManager] Error while purchasing: {errorMsgString}");
var errorData = JsonUtility.FromJson<PurchaseErrorMessage>(errorMsgString);
onPurchaseFlowCompleted?.Invoke(sku, false, errorData.message);
return;
}
var p = msg.GetPurchase();
Debug.Log("[IAPManager] Purchased " + p.Sku);
m_purchases[sku] = p;
onPurchaseFlowCompleted?.Invoke(sku, true, null);
});
#endif
}
/// <summary>
/// Consume a purchased item on behalf of a user
/// </summary>
public void ConsumePurchase(string sku, Action<string, bool> onConsumptionCompleted)
{
#if UNITY_EDITOR
m_purchases.Remove(sku);
onConsumptionCompleted?.Invoke(sku, true);
#else
_ = IAP.ConsumePurchase(sku).OnComplete(msg =>
{
if (msg.IsError)
{
Debug.LogError($"[IAPManager] Error while consuming: {msg.GetError().Message}");
onConsumptionCompleted?.Invoke(sku, false);
return;
}
Debug.Log("[IAPManager] Consumed " + sku);
m_purchases.Remove(sku);
onConsumptionCompleted?.Invoke(sku, true);
});
#endif
}
private void GetProductsBySKUCallback(Message<ProductList> msg, string category)
{
if (msg.IsError)
{
Debug.LogError($"[IAPManager] Failed to fetch products, {msg.GetError().Message}");
return;
}
foreach (var p in msg.GetProductList())
{
Debug.LogFormat("[IAPManager] Product: sku:{0} name:{1} price:{2}", p.Sku, p.Name, p.FormattedPrice);
m_products[p.Sku] = p;
m_availableSkus.Add(p.Sku);
if (!string.IsNullOrWhiteSpace(category))
{
if (!m_productsByCategory.TryGetValue(category, out var categorySkus))
{
categorySkus = new List<string>();
m_productsByCategory[category] = categorySkus;
}
categorySkus.Add(p.Sku);
}
}
}
private void GetViewerPurchasesCallback(Message<PurchaseList> msg)
{
if (msg.IsError)
{
Debug.LogError($"[IAPManager] Failed to fetch purchased products, {msg.GetError().Message}");
return;
}
foreach (var p in msg.GetPurchaseList())
{
Debug.Log($"[IAPManager] Purchased: sku:{p.Sku} granttime:{p.GrantTime} id:{p.ID}");
m_purchases[p.Sku] = p;
}
}
}
}
Integrating with downloadable content
The following methods allow you to integrate downloadable content (DLC) with your app. Use these methods to retrieve, download, and manage asset files associated with your app.
Get a list of assets associated with an app
At app startup, this method gets a list of all the assets associated with the app.
Platform.AssetFile.GetList
This method returns a list of available asset details. Each item in the array has the following properties:
assetFileName - the file name,assetFileID - Asset identifierIapStatus, which is one of the following values: free, entitled, or not-entitleddownloadStatus, which is one of the following values:
installed meaning that user has installed the fileavailable meaning that user can download the filein-progress meaning the file is being downloaded or is installing for that user.
If there is a file that is available to download, meaning its status is free or entitled, and download_status = available, you can initiate the download by calling:
Platform.AssetFile.DownloadById
To make this call, pass the ID of the item as returned by the initial GetList call.
When you make this call, you will receive an immediate DownloadResult response with the path to the asset as a confirmation that the request was successful. You should also listen for DownloadUpdate notifications which return info about transferred bytes, and a complete flag that notifies you when the download is complete.