Summary
In this chapter, we learned how to monetize our game. We started by looking at game passes. We saw that players can purchase game passes in our game for a permanent power-up. These power-ups can be anything. Furthermore, we saw that players can purchase these game passes via the Store section on our game’s page or via an in-game prompt. We can create prompts in our game to sell game passes. This way, players can conveniently purchase them without quitting or tabbing out of the game to go to the Store section.
Once players have purchased a game pass, we need to reward them with this permanent power-up. We learned how to use the :UserOwnsGamePassAsync()
function on MarketplaceService to determine whether players own the game pass. Then, we can reward them with a tool or anything else that the game pass offers. Because the :UserOwnsGamePassAsync()
function caches its data internally, rewards may not be instant when we use this function. We also do not want our players...