Integrate your game engine.
Keep payment UI in a supported browser host and fulfillment on your game server.
Unity WebGL host-page path#
The public Unity path uses @playmos/sdk alongside the WebGL build. Install it in a Vite host app, put a Buy button and payment-status output beside the canvas, and use the browser purchase example. Open the host in a browser; Unity Editor Play Mode does not exercise this payment flow.
npm create vite@latest playmos-unity-host -- --template vanilla-tscd playmos-unity-hostnpm installnpm install @playmos/sdk@0.3.20npm run dev
Keep your Unity build on that page. If you pass receipt IDs to the engine, treat them as display/input only: the trusted game server verifies them before granting an item. Never put an sk_ key in Unity assets, JavaScript or a bridge message.
Choose the game-server language#
Use the published .NET package, Node SDK, Python package or direct HTTP for server verification. The language guide lists pinned versions and each surface’s limitations. A thin server client’s confirmed flag alone is not sufficient to match a purchase or deduplicate a grant.
Engine availability#
| Surface | Current public path |
|---|---|
| Web / Phaser / HTML5 | Bundled JavaScript SDK and a trusted backend. |
| Unity WebGL | Browser host + server verification. com.playmos.sdk is not a public UPM install. |
| Godot HTML5 | No public Playmos engine package; use a separately integrated web host if building your own adapter. |
| Unreal | No public Playmos engine package; a system-browser flow needs your own secure callback/session design. |
| Three.js | Use the web SDK as application code; there is no separate engine package. |
| Native mobile, subscriptions, Bridge virtual accounts | No public supported SDK/product path in this iteration. |
Publisher release review and the portal’s iframe launch are separate from engine SDK availability. A local WebGL build is not a published listing.