im trying to make a game where if you buy a dev product a coin drops into a jar that is in the middle of the room, i have a script wrote but whenever i buy the product it just never works. doe anyone have a fix?
Could you show the code on where you used processreceipt
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It’s because you’re using the ProcessReceipt callback improperly.
There are alot of things you’re missing to successfully complete the purchase.
A detailed explanation is explained here:
https://create.roblox.com/docs/reference/engine/classes/MarketplaceService#ProcessReceipt
Sample script that fits your needs:
local MarketplaceService = game:GetService("MarketplaceService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local DataStoreService = game:GetService("DataStoreService")
local Players = game:GetService("Players")
-- Data store for tracking purchases that were successfully processed
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
-- Table setup containing product IDs and functions for handling purchases
local productFunctions = {}
-- Your Developer Product ID 1319099915
productFunctions[1319099915] = function(_receipt, player)
local coin = ReplicatedStorage.Coin
local clone = coin:Clone()
Clone.Parent = workspace
return true
end
-- The core 'ProcessReceipt' callback function
local function processReceipt(receiptInfo)
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local purchased = false
local success, result, errorMessage
success, errorMessage = pcall(function()
purchased = purchaseHistoryStore:GetAsync(playerProductKey)
end)
-- If purchase was recorded, the product was already granted
if success and purchased then
return Enum.ProductPurchaseDecision.PurchaseGranted
elseif not success then
error("Data store error:" .. errorMessage)
end
-- Determine if the product was already granted by checking the data store
local playerProductKey = receiptInfo.PlayerId .. "_" .. receiptInfo.PurchaseId
local success, isPurchaseRecorded = pcall(function()
return purchaseHistoryStore:UpdateAsync(playerProductKey, function(alreadyPurchased)
if alreadyPurchased then
return true
end
-- Find the player who made the purchase in the server
local player = Players:GetPlayerByUserId(receiptInfo.PlayerId)
if not player then
-- The player probably left the game
-- If they come back, the callback will be called again
return nil
end
local handler = productFunctions[receiptInfo.ProductId]
local success, result = pcall(handler, receiptInfo, player)
-- If granting the product failed, do NOT record the purchase in datastores.
if not success or not result then
error("Failed to process a product purchase for ProductId:", receiptInfo.ProductId, " Player:", player)
return nil
end
-- Record the transcation in purchaseHistoryStore.
return true
end)
end)
if not success then
error("Failed to process receipt due to data store error.")
return Enum.ProductPurchaseDecision.NotProcessedYet
elseif isPurchaseRecorded == nil then
-- Didn't update the value in data store.
return Enum.ProductPurchaseDecision.NotProcessedYet
else
-- IMPORTANT: Tell Roblox that the game successfully handled the purchase
return Enum.ProductPurchaseDecision.PurchaseGranted
end
end
-- Set the callback; this can only be done once by one script on the server!
MarketplaceService.ProcessReceipt = processReceipt
5 Likes
tysm bro, this works perfectly. and i understand how to use PrecessReceipt properly now, i really appreciate it.
1 Like