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andrearossini avatar image
andrearossini asked

Handle different RM currencies

Hi all,

I'm setupping a new project and I want to try to use PlayFab for all features I can.

I'm creating a new Test Store. I have set prices for some items (RM), but how can I handle different prices for different real currencies?

When I create store I can specify just one RM price.

Thank you for your help.

Best regards,

Andrea.

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1 Answer

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brendan avatar image
brendan answered

The most important questions to ask are, what platforms are you shipping your title on, and what payment provider(s) will you be using?

For example, platforms that provide receipt validation (iTunes, Google Play, Windows Store) already handle foreign currency prices - you simply specify the transaction price in the call to us (though you can also specify it in RealCurrencyPrices, via the Admin API call to configure the catalog).

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andrearossini avatar image andrearossini commented ·

Hi,

my game is for iOS/ Android, so the payment will be done with their forms.

I will define difference prices on Google Play Development Console and after I would to pass prices for a correct validation... So I guess I have to define prices also on PlayFab, is it correct?

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brendan avatar image brendan andrearossini commented ·

You'll have to define the prices in Google Play and iTunes, since that's how their systems work. If you're then passing the prices to us in the API call (which is required on the iOS call), you don't need to specify the prices in PlayFab as well - it's optional, at that point.

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psilvestre avatar image psilvestre commented ·

Sorry @Brendan, related to this question, if the payment provider is Facebook, is there any way to define products in various real currencies?

I say that because obtaining PlayFab product through Facebook OpenGraph using url "https://{ {TitleId}}.playfabapi.com/OpenGraphProduct/{ {TitleId}}/{ {StoreId}}/{ {CatalogId}}/{ {ItemId}}" only is defined one real currency (USD) that is used in the catalog as Real Money:

Thanks.

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brendan avatar image brendan psilvestre commented ·

Well, you can provide foreign currency amounts in the game catalog using the RealCurrencyPrices property (via the Admin API to set or update the catalog), but the problem is that when you make the call to Facebook to kick off the purchase process, the price sent to them will be the USD price from the RM value you've stated in the catalog. Facebook presents the price to the user in their local currency based upon their current exchange rate, so it may not match. I'd recommend just using RM for now, to keep it simple.

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psilvestre avatar image psilvestre brendan commented ·

Ok thanks Brendan, I will do it for now.

I had said that because Facebook advice to have product in all the currencies that you can to offer product price in "attractive" values and not doing real money conversion between them (for example, the same product may cost 0.99$ and 0.99€ that are not the same cost in real money due to exchange, is similar price conversion that Apple Store and Google Play allow). In this case, facebook product in OpenGraph would have meta property for each currency like that:

...

<meta property="product:price:amount" content="0.99"/>

<meta property="product:price:currency" content="USD"/>

<meta property="product:price:amount" content="0.99"/>

<meta property="product:price:currency" content="EUR"/>

...

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