Last Updated: 11/22/2022, 5:47:01 AM

# E-Commerce

# Overview

AccelByte Cloud’s E-Commerce service allows you to manage your store, put games, in-game items, or add-ons up for sale, and sort these items into categories. E-Commerce includes several features, such as:

  • Item localization lets you display different names and descriptions of your items for sale in different countries.
  • Item regional data allows items to have different currencies and prices for sale in different countries.
  • Item bundling allows you to sell items in groups for a lower price than if those items were purchased separately.
  • Store isolation allows for only one store to be published online at any time. In addition to having one published store, you can also have one draft store that you can make changes in before bringing them live in the published store. This process helps minimize the chance of new items causing issues in your published store.
  • Store cloning lets you create an exact copy of your store in its environment, for easy editing.
  • Store import/export lets you import a store from or export a store to a different environment as a JSON file. If your store is working well in your dev environment, you can export it as a JSON file and import it to your production environment without having to recreate it.
  • Image and item tags can be created and assigned to images or items to determine where those objects will appear. For example, you can create a banner tag and define where banner images are displayed, and every banner image will behave the same way on its own page. Item tags are used to select which games or items for sale are featured on the main page of your store. Up to six objects can be featured.
  • Purchase limitations enable you to limit how many times a player can purchase a particular item.

# Permissions

Permissions (opens new window) are used to grant access to specific resources within our services. Make sure your account has the following permissions before you attempt to manage E-Commerce in the Admin Portal. For a full list of permissions that impact E-Commerce, see the Platform/Commerce tab of the permissions reference (opens new window). reference.

Usage Resource Action
Create a Store ADMIN:NAMESPACE:{namespace}:STORE Create
Create a Category ADMIN:NAMESPACE:{namespace}:CATEGORY Create
Create a KeyGroup ADMIN:NAMESPACE:{namespace}:KEYGROUP Create
Create an Item in Store ADMIN:NAMESPACE:{namespace}:ITEM Create

Permissions work slightly differently depending on whether they are assigned to IAM clients or are Roles assigned to users. For more information, read the Authentication and Authorization documentation.

# Item Type

There are several types of items you can utilize:

  • App: Used for application items such as games, demos, DLC, or software. You can only create this type of item in a publisher namespace.

  • In-Game Item: A durable or consumable item used by players in-game.

    NOTE

    Before you can create in-game items, you will need to register an App with the Game type in your store.

  • Bundle: A package containing one or more items from your store combined into a single purchasable item. You must create at least two items before you can make a bundle.

  • Coin: Credit that can be used to top up a player’s virtual currency wallet.

  • Code: Used by players to redeem apps, in-game items, bundles, etc.

  • Subscription: Used to create a subscription package. For more information, see our Subscription documentation.

  • Media: Items such as music, exclusive art, etc.

  • Season: A limited-time-only event that uses passes and tiers to engage participating players. You can only create this type of item in a game namespace. For more information, see the Season Pass documentation.

  • Option Box: Can be used as a reward that contains a collection of items. The player can choose one item from the option box as a reward.

  • Loot Box: An item that can contain one or more other items which each have their own probability for appearing in the loot box.

  • Extension: Can be used with custom services to allow players purchase and fulfill custom items.

    NOTE

    Extensions can currently only be created via the API.

# Managing Catalog in the Admin Portal

# Create a Store

  1. In the Admin Portal, go to the Commerce section and click the Stores menu.

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  2. On the Stores page, go to the Draft Store section and click the Create Draft Store button.

    NOTE

    You can only have one draft store.

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  3. A form appears and you need to fill in the required information into the form below.

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    • Input your store Title. The store title will be visible in the Launcher and Player Portal as your store name.
    • Select the Default Language.
    • Select the Default Region.
    • Select the Other Languages supported besides the default language, if desired.
    • Select the Other Regions supported besides the default region, if desired.
    • Input a Description for your store.
  4. When you’re done, click Create.

  5. The draft store appears on the Stores page. The next thing you need to do is add item categories and items to your store.

# Create a Category

Creating a category is useful for you to organize the items from your store into groups.

  1. In the Draft Store, click the more options under the Action column and choose View to add categories.

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  2. In your draft store, open the Categories tab, and click the Create Category button.

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  3. The Create Category form appears and you need to fill the required information into the form below.

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    • Insert a Name for the category that also serves as the item path. Add “/” before the item.
    • Choose the Parent Category from the dropdown if you want to make this category a sub-category of the pre-made category.

    When you’re done, the new category will be added to the list.

NOTE

Changes you make inside the store will not appear in the Player Portal until the store is published.

# Create a Key Group

Creating a Key Group is useful if you need to add a Product Key that can be redeemed on the desired platform.

  1. Go to Platform Configurations in the Admin Portal and click Product Keys.

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  2. On the Product Key page, click Add Key Group.

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  3. Fill in the required fields.

    • Input the Key Group Name.
    • Input a Description of the Key Group.
    • Upload your Key File in the appropriate format.

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  4. When you’re done, the new Key Group is added to the list.

# Create an Item in a Store

  1. In your store page, go to the Items tab and click the Create Item button.

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  2. Choose whether you want to create a new item or clone one from another namespace. For these steps, we will select Create a New Item.

    NOTE

    You can only clone items from the Publisher Namespace.

    The Create Item form will appear.

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  3. Choose the type of item you want to create in the Item Type field. For a list of the available item types, you can refer to the Item Type section.

    TIP

    We highly recommend that you create any pass or tier items in a draft store so you don’t have to take your store offline every time you wish to make edits. Pass and tier items do not have to be available in your published store for them to be usable in Season events.

  4. After you have chosen the Item Type, another field will appear based on the item type you chose.

  5. Fill in the Basic Information field group:

    • Item Name: Input the name of the item.

    • Category: Assign the item to a category that you created earlier.

    • App Type: Choose the category.

    • App ID: This is a unique identifier made up of alphanumeric characters and is used to identify your game when you upload it.

      NOTE

      You can't change the App ID after it has been defined.

    • Required Game: The game your bundle will be associated with.

      NOTE

      If your store uses the single game template, make sure to fill in this field or your item will not appear in your store.

    • Currency Code: The currency code for the coin associated with the item.

    • KeyGroup: Select a keygroup that you created earlier.

    • Item: Choose Pass to create a pass item that allows players to participate in seasonal events. Passes can be made free or available for player purchase. Choose Tier to create a tier item that grants players access to rewards. You can give players the option to purchase tiers to access rewards they have not earned through participation in season events.

  6. Fill the Store Configuration section:

    • SKU Number: The ID of the item from the 3rd-party platform that supports in-app purchases using an SKU Number. Fill this field if you want to map this item to a 3rd-party platform. Below is a list of 3rd-party platforms that support in-app purchases and the values you need to enter into the SKU Number field:

      Third Party Platforms that support In-App Purchases
      3rd-Party Platform Value
      PSN Entitlement Label
      Xbox StoreID
      Twitch Reward ID
      Google productId
      Apple productId
      Stadia product_id
      Epic productId

      NOTE

      For more information on 3rd-party items and connecting them in your store, see our Cloud Item Mapping (opens new window) guide.

    • Target Namespace: The game namespace where the item will be sold.

    • Item Purchase Limit: Define the purchase limit of this item for your store. For example, if you set the item purchase limit to 100, this means that 100 units of that particular item will be available for purchase in your store. To make this value unlimited, input -1.

    • User Purchase Limit: Define the purchase limit of this item for each account. For example, if you set the user purchase limit of this item to 100, this means that 100 units of that particular item will be available for purchase in your store, for each account. To make this value unlimited, input -1.

    • Entitlement Type: If your item is reusable, choose Durable. If your item is single-use, choose Consumable.

      Follow these additional steps for Consumable items:

      • Set the Item Use Count to define how many times the item can be used.
      • Set the Stack Entitlement value. Set to True if the item should be stackable. If not, set to False.
    • Display Order: Set the order of the item will be displayed in the Player Portal.

    • Visible in Store: Select True to make the item visible, or False to hide the item from your published store.

    • Purchasable in Store: Select True to make your item available for purchase, or False to make it unavailable for purchase.

      Use Case: Visible in Store and Purchasable in Store

      There are three scenarios you can apply to Visible in Store and Purchasable in Store fields:

      • Select True for Visible in Store and True for Purchasable in Store settings for items that you want to be immediately available to purchase in the store.
      • Select True for Visible in Store and False for Purchasable in Store if you want to give a preview of the item to players but the item will be available at a later time.
      • Select False for Visible in Store and True for Purchasable in Store to save items as drafts which can be worked on later before being published to the store.
    • 3rd-Party Store Integration: Use this field if this item is also available in a 3rd-party store.

    • Features: This field works like a tag. Use this field to include a feature of the item, for example, Christmas Special Edition, Summer Beach, Blinky Mushroom Era, etc. Each item can have more than one feature. This field is optional.

    • Extension: Use this field to add further information to an item for custom usage. Must be written in a valid JSON format. An array of objects is not allowed.

  7. Fill the Subscription Configuration section:

    • Billing Cycle: How often subscribing players will be billed. You can choose to charge the user Weekly, Monthly, Quarterly, or Yearly.
    • Grace Period: Give players extra time to pay in case of payment processing issues. The default setting is 7 days.
    • Trial Plan: Choose between Free Trial, Paid Trial, or No Trial.
      • If you choose Free Trial, enter the Trial Period Length in days.
      • If you choose Paid Trial, enter the Trial Period Length in billing cycle units and set the Trial Price.
  8. Fill in the Loot Box Configuration section:

    • Total Items Granted: The number of items granted to the player when they open the loot box.
  9. Fill the Pricing Configuration section:

    • Currency Namespace: The source of your currency.
    • Currency Code: The currency code used to purchase the item.
    • Price of the item: If you want to make an item free, set the price as 0. When you set a price in real currency, set the last two digits as decimals, i.e., if you have selected $ as your current symbol, 1.99 will set your item as $1.99 in your store.
  10. If you chose Option Box, click Next to include the items in the Option Box. If not, continue to step 21.

  11. On the Create Item page, click Add Items to add items to the Option Box.

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    NOTE

    You can only add an item that's already been created.

  12. The Add Item form will appear. Fill in the following information:

    • Select the item type by selecting from the Type dropdown. You can choose In-Game Item, Coins, App, Season Pass, or Season Tier.
    • Select the item you want to add from the Item Name dropdown.
    • Input the number of items you want to add in the Quantity field.
  13. If you need to add more options, click Add More Items.

  14. When you have finished adding items, click Save.

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  15. If you are creating a Loot Box, click Next to add items to the box or create probability groups for the items in the box. If not, continue to step 21.

  16. On the Create Item page, you can edit the number of items granted by the loot box by clicking the pencil icon next to the Total Items Granted field and changing the number to the desired value. You can also add items or probability groups to the loot box. A probability group allows you to assign the same probability value to multiple items. For example, you can group items into groups like Common, Rare, and Ultra Rare, and assign each group a probability value. To add an item to the loot box, click Add Item, or click Add Probability Group to add a probability group.

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  17. If you clicked Add Item, the Add Item form will appear. Fill in the following information:

    • Select the type of item you want to add from the Type dropdown menu.
    • Type the desired item name in the Item Name field.
    • Type the probability this item will appear in a loot box in the Probability (%) field. For example, to set the probability that the item will appear to 20%, type 20.
    • Type the quantity of the item to appear in the loot box in the Quantity field.

    When you’re done, click Add to add the item to the loot box.

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  18. If you clicked Add Probability Group, the Probability Group Configuration wizard will open. On the first page, fill in the desired Probability Group Name and then type the desired probability value for this group in the Probability (%) field. Then click Next.

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  19. On the Select Items page, select the items you would like to include in the probability group. You can search for a specific item by typing its name in the text box or filter items by item type by selecting the desired item type from the dropdown menu. When you’re finished selecting items for the probability group, click Next.

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  20. On the Summary page, you can edit either the Probability Group Name or Probability value by clicking the pencil icon next to either field. You can also adjust the quantity of each item in the group by changing the value in the Quantity field. When you’re finished, click Create.

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  21. When you have finished, click Add or Create and your item will be added to your store’s Item list.

# Disable an Item in a Store

You can disable an item in your draft store. Here’s what will happened if you disable an item:

  • Its status will be changed to inactive.
  • A published inactive item will not be visible at your store.
  • If the item is in a Bundle, Reward, or Code Redemption, users will not receive the published inactive item.
  • If the item is in an Option Box, users will not be able to select the item.

To disable an item, follow steps below:

  1. In the Admin Portal, go to your draft store and find the item you want to disable.

  2. Click the three-dots icon in the Action column, then click Disable.

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  3. A Disable Item confirmation box appears.

  4. Click the Disable button.

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# Delete an Item in a Store

You can delete an item in your draft store. Follow steps below:

  1. In the Admin Portal, go to your draft store and find the item you want to delete.

  2. Click the three-dots icon in the Action column, then click Delete.

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  3. A Delete Item confirmation box appears.

  4. Type DELETE in the field provided, then click the Delete button.

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# Purchasing Requirements

You can set purchasing requirements for each item, meaning that the player can only purchase the item if they have satisfied the requirements.

# Add Purchasing Requirement

You can create multiple purchasing requirements for each item you want to sell in your store. Each purchasing requirement stored in a group can contain more than one requirement.

The interaction between groups is OR, meaning that a player could pass only one group to be able to purchase an item.

The interaction between requirements within the same group is AND, meaning that the player must fulfill every requirement in the group if that group is used to decide whether the player can purchase this item or not.

To add purchasing requirements to an item, follow steps below:

  1. In the Admin Portal, go to your draft store and find the item you want to add purchasing requirements to.

  2. Click View in the Action column to open the item.

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  3. In the Basic Information section, next to the Purchasing Requirement, click View Configurations.

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    The Purchasing Requirement Configurations form appears.

  4. Click the Add Configuration button.

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  5. A new group appears in the form. Enter the Requirement name and choose the Subject of the requirement from the dropdown.

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    NOTE

    Currently the only Subject you can choose is Entitlement.

  6. Three more fields display in the row. These are all connected to each other and are used to specify the requirements for the group .

    • Include: To choose to include or not include an item in the group.
    • Any: To select how many of the specified items to include or not include. .
    • Item Selected: To specify the items to be included or not included.

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    Here are some examples:

    • You define include any 1 of the list of three items. If the player only has one of the three items in the list, the requirement is already satisfied.
    • You define include any 3 of the list of three items. This means that the player has to own all three items from the list to satisfy the requirement.
    • You define not include any 1 of the list of three items. If the player has any one of the three items in the list, the requirement is not satisfied.
  7. Choose between include or not include from the dropdown.

  8. Enter the number of items in the any…of field.

  9. Add an item to the list by clicking the Item Selected dropdown, then click Add Item.

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  10. The Add Item form appears. Fill in the following information:

    • Choose the Item Type from the dropdown.
    • Choose the Item you have already created from the dropdown.
  11. When you have finished, click Add.

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  12. To add new requirements to a group, click the Add Requirement button.

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  13. Click the Group button to add another group.

  14. Create the requirements inside that group.

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  15. When you have finished creating the purchasing requirements, click the Save Configuration button.

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# User Validation

To check which players that can purchase the requirements, do the following:

  1. In the Admin Portal, go to your published store and find the item you want to do the user validation check for.

  2. Open the item by clicking View in the Action column.

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  3. In the Basic Information section, next to the Purchasing Requirement, click User Validation.

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    The Purchasing Requirement Configurations form appears.

  4. Select whether you want to search by Email or by User ID.

  5. Type the player’s account information.

  6. Press Enter.

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    The purchasing requirements for that player display.

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# Add Items to a Bundle

After you’ve created a bundle, you can add items to the bundle by following the steps below.

  1. In the Admin Portal, go to your draft store and find the bundle you want to add items to.

  2. Open the bundle by clicking View.

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  3. Scroll down to the Bundle Items to see the list of items contained within that bundle.

  4. To add more items or edit them, click the Add/Edit Item button.

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  5. The Add/Edit Item form appears. Select the items you want to add to the bundle.

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    • Type: Use this to select the item type you want to add. The item types that can be added to bundles are In-Game Item, Coins, App from the publisher namespace only, and Season Pass and Season Tier in game namespaces only.
    • Item: Select the item you want to add to the bundle. You can type the name of the item in the box to select it.
    • Quantity: Enter the quantity of the item you want to add. You can add multiple in-game items or coin packs to a bundle, but you cannot add more than one of App, Season Pass, or Season Tier item.
  6. To add more items click Add More Item, then fill out the fields for the new item as seen above.

  7. When you’re done, click the Save button. The items you added will appear in the Bundle Items section.

# Add a Regional Price to an Item

By default, your item’s price is set in the default country for your store. To add different prices for different regions, follow the steps below:

  1. In the Admin Portal, go to your item details.

  2. In the Pricing panel, click Add New to add a new pricing.

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    The Add Price popup will appear.

  3. Input the following information into the Add Price window:

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    • Select the Region for which you want to set the regional price. If you can’t find the desired region, edit your store and add a region to it.
    • Select the publisher namespace as the Currency Namespace.
    • Select the Currency Code from the list.
    • Input the Price of the item. If you are making an item free, set the price to 0. When you set a price for real currency, remember to use the last two digits as decimal places, e.g., 5.99 for an item that costs $5.99.
    • If you want to set when the item will be available in your store, input the date and time (in UTC time) in the Available From field to make the item available from that date and time. If you don’t fill this field, the item will appear as soon as the store is published.
      • If you want to set when the item will be removed from the store, toggle the Expiration Date to Active. The Expiration Date field will appear. Fill in the date and time you want the item to expire (in UTC time).
    • If you want to set a discount price, toggle Discount to Active. You can choose to add a discount by an amount or by a percentage. The reduced price will be automatically calculated for you in the Discounted Price field.
    • Set the Discount Release Date to define the start date and time of the discounted price (in UTC time). If you don’t fill this field, the discounted price will be available as soon as the store is published.
      • If you want to set when the discounted price is removed, toggle the Discount Expire Date to Active. The Discount Expire Date field will appear. Fill in the date and time (in UTC time) that you want the discount to expire.
  4. When you’re finished, click the Add button to update the price.

# Setting Up the Publishing Content

Publishing content consists of the information and media used to show and describe your items, such as the item descriptions, videos, images, product information, and system requirements.

# Localization

Choose this publishing content type if you would like to add an item description for each of the available localizations.

  1. In the Admin Portal, go to your item details.

  2. In the Publishing Content section, open the Localization tab.

  3. Click the Add button.

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    The Add Language Data form appears.

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    • Select the Language of the description from the drop-down list
    • Input the Title of the content
    • Input the Short Description of the content
    • Input the Long Description of the content. This is optional.
  4. Once completed, click the Add button.

# Videos

Choose this publishing content type if you would like to add video to the game details. The top video will be displayed as the main video. You can rearrange the display order by clicking the Manage Video Order button.

NOTE

The video must be already uploaded to YouTube.

  1. In the Admin Portal, go to your item details.

  2. In the Publishing Content section, open the Videos tab.

  3. Click the Add button.

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    The Add Link form appears.

  4. Enter the YouTube link of the video.

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  5. Once you have completed the field, click the Add button.

# Images

Choose this publishing content type if you would like to add images to the game details.

  1. In the Admin Portal, go to your item details.

  2. In the Publishing Content section, open the Images tab.

  3. Click the Upload button.

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    The Upload Images form appears.

  4. Select the image you want to upload from your local directory. After the image is selected, you can use the image in a number of ways, for example, if you want to set the image as a product banner, you can fill the Set As field with product-banner.

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  5. Once you have completed the fields, click the Submit button.

# Product Information

Choose this publishing content type if you would like to add detailed product information.

  1. In the Admin Portal, go to your item details.

  2. In the Publishing Content section, open the Product Information tab.

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  3. Fill out the Product Information fields:

    • Select the Primary Genre of your game.
    • Select any additional genres in the Genre field, if desired. You can input more than one genre.
    • Choose the Platforms supported by your game.
    • Input the Release Date of your game.
    • Input the Developer of your game.
    • Input the Publisher of your game.
    • Input the Website URL.
    • Input the Forum URL.

# System Requirement

Choose this publishing content type if you would like to add system requirements.

  1. In the Admin Portal, go to your item details.

  2. In the Publishing Content section, open the System Requirement tab.

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  3. Fill out the Minimum Requirement fields.

    • Input the minimum supported OS Version.
    • Input the minimum supported Processor.
    • Input the minimum supported amount of RAM.
    • Input the minimum support Graphics card.
    • Input the supported DirectX Version.
    • Input the minimum required amount of Disk Space.
    • Input the minimum supported Sound Card.
  4. Fill out the Recommended Requirement fields.

    • Input the recommended OS Version.
    • Input the recommended Processor.
    • Input the recommended amount of RAM.
    • Input the recommended Graphics card.
    • Input the recommended DirectX Version.
    • Input the recommended amount of Disk Space.
    • Input the recommended Sound Card.

# Manage Subscription Contents

# Add Subscription Content

You can add your games to the subscription plan by following the steps below. Make sure you’ve created a subscription plan and added a game to your store.

  1. In the Admin Portal, go to your newly created Subscription Item and switch to the Subscription Contents tab. Then, click the Add New button to add an Item to the Subscription.

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  2. A modal appears. Here you can select the Item you want to add.

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    When you’re done, click Add and the item will be added to the subscription content list.

  3. You can also remove an item from the subscription plan, but be aware that this will make current players lose access to the item.

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# Add Item into Subscription Plan

Besides adding items in the Subscription Content, you can also add a game into Subscription Plan via item details. Make sure you have created a subscription item.

  1. Choose the game from your store and click View to open the item details.

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  2. Go to Include in the Subscription Content section and click the Add to Subscription button.

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  3. A pop-up appears and you need to choose the subscription plan where you want to add the game to.

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    Once you’ve done, click Add and the game will be added to the chosen subscription plan.

# Recent Changes

To see your recent changes, open the Admin Portal, go to your draft store, and open the Recent Changes tab. In this tab, you can see all the changes made in your draft store before publishing. Every time your draft store is published, the changes list will be wiped, and then refreshed if any subsequent changes are made.

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You can filter the Recent Changes list by:

  • Action: list changes by All actions, or by Create, Update, or Delete actions.
  • Type: list changes by All types, or by Store, Category, or Item.
  • Date: the date filter can be set to a maximum range of one month.

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# Publish a Store

You can publish all the changes you’ve made in a store or just selected changes.

# Publish All Changes

  1. Select the Store you want to publish. Click the Action field then choose Publish.

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  2. Select Publish all changes to publish all changes made to a store. Confirm that you are ready to publish your store by typing PUBLISH in the text field and click Publish Now to confirm.

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  3. After you have published a draft store, the draft store will still exist as a draft. This will allow you to make further changes without affecting the published store.

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# Publish Partial Changes

  1. Select the Store you want to publish. Click the Action field then select Publish.

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  2. Select Publish partial changes only to publish only the selected changes made to store. Click the Continue button to confirm.

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  3. The Recent Changes page will appear. Select the changes that you want to publish. Once completed, click Publish.

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  4. Confirm that you are ready to publish your store by typing PUBLISH in the text field and click Publish Now. Your store will be published.

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  5. After you publish your draft store, the store will exist as both a draft and published store. This allows you to make further changes to your draft store without affecting the published store.

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# Clone a Store

  1. Select the Store you want to clone. In the Action column, click Clone to Draft and a form will appear.

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  2. A form will appear and you need to select the Target Store from the list, then click Clone. The target store will receive the cloned data from the source store.

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    Here you can see the Target Store has been cloned to Draft Stores.

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# Export and Import Items

You can export selected items from a published store and import selected items to a draft store. Items can only be exported or imported between stores within the same namespace.

# Export Items

Before you export items from a published store, make sure you’ve performed the following actions:

  • Make a target published store. If you don’t have one, use the steps above to publish a store.
  • Make sure your target published store contains items. If it doesn't exist, use the steps above to create items in a draft store and then republish your draft store.

You can export all the items from a store or just selected items.

# Export Entire Store

To export all the items from a published store, follow steps below:

  1. In the Admin Portal, go to the E-Commerce section and click the Stores menu.

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  2. On the Store page, select the Published Store which you want to export items from.

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  3. Click View in that store’s In the Action column.

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  4. The store’s page will appear. Click the Export button in the top, right-hand corner.

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  5. Choose Export Entire Store.

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  6. All of the items from the published store will we be exported into a zip file.

# Export Selected Items

To export only selected items from a published store, follow steps below:

  1. In the Admin Portal, go to the E-Commerce section and click the Stores menu.

    catalog

  2. On the Store page, select the Published Store which you want to export items from.

    catalog

  3. Click View in that store’s In the Action column.

    catalog

  4. The store’s page will appear. Click the Export button in the top, right-hand corner.

    catalog

  5. Choose Export Selected Items.

    catalog

  6. Using the checkboxes on the left-hand side, select the items you want to export.

    catalog

  7. Click the Export button.

    catalog

  8. The selected items from your published store will be exported into a zip file.

# Import Items

Before you begin, make sure you have a target draft store into which to import your items. If you haven’t got one, use the steps above to create a draft store.

To import items into a draft store, follow the steps below:

  1. In the Admin Portal, go to the E-Commerce section and click the Stores menu.

    catalog

  2. On the Store page, find the Draft Store into which you want to import items.

    catalog

  3. Click View in that store’s Action column.

    catalog

  4. The store’s page will appear. Click the Import button in the top, right-hand corner.

    catalog

  5. The Import Items window will appear.

    catalog

  6. Click Select File and choose the JSON file that contains items you want to import.

    catalog

  7. Click Next.

    catalog

  8. Type IMPORT in the required field.

    catalog

  9. Click Import.

    catalog

# Export and Import a Store

As an administrator, you can also import or export a store to or from the Admin Portal, to be used by another administrator. Before you import a store, make sure you’ve performed the following actions:

  • Make sure a target store exists. If it doesn’t yet, you can create a new one.
  • Make sure the default language and region between the imported store and the target store are the same.

# Export a Store

  1. In the Admin Portal, select the Store you want to export. Click the Action field then choose Export from the dropdown menu.

    catalog

  2. The store will be exported as a ZIP file, which when extracted will produce a JSON file containing your store data.

# Import a Store

  1. In the Admin Portal, select the Store you want to import store data into. Click the Action field then choose Import from the dropdown menu.

    catalog

  2. The Import Store modal appears. Click the Browse button to search for the store data you want to import.

    catalog

  3. Select which store you want to upload from the directory. After the store has been uploaded, click the Import button.

    catalog

  4. The target store now contains the imported data.

    catalog

# Implementing Catalog using SDK

# Store Category

The store category is useful to organize items in your store catalog into groups. The category APIs can be called by using the functions on AccelByte::FRegistry::Category.

# Retrieve Store Root Categories

Retrieve root or top most level categories.

# Retrieve Store Category

Retrieve information on a specified category.

# Retrieve Store Child Categories

Retrieve a list of subcategories that is one level below a specified category.

# Retrieve Store Descendant Categories

Retrieve a list of subcategories that are multiple levels below a specified category.

# In-Game Items

The Item APIs can be called using functions from Item Class. These APIs APIs can be used to get items with specific IDs, match specific criteria, or search for items with specific keywords.

# Get Item Info

Get item information from the published store by specifying the itemId parameter.

# Query Item by Criteria

Get a list of items from the published store that match specific criteria/filters. The available criteria include:

  • ItemType: Allow enumeration values from the EAccelByteItemType enum class in Unreal Engine and itemType enum class in Unity.

    Available Item Type
    • COIN
    • INGAME ITEM
    • BUNDLE
    • APP
    • CODE
    • SUBSCRIPTION
    • SEASON
    • MEDIA
    • OPTION BOX
    • EXTENSION
  • AppType: Allow enumeration values from the EAccelByteAppType enum class in Unreal Engine and appType enum class in Unity.

    Available App Type
    • GAME
    • SOFTWARE
    • DLC
    • DEMO
  • Region: Define item region. Uses current store region settings when unspecified.

  • Language: Define item language. Uses current store language settings when unspecified.

  • CategoryPath: An item category path, e.g.,/equipment/weapon.

  • SortBy: Allow string values.

    Available Sort
    • name
    • name:asc
    • name:desc
    • createdAt
    • createdAt:asc
    • createdAt:desc
    • updatedAt
    • updatedAt:asc
    • updatedAt:desc
    • displayOrder
    • displayOrder:asc
    • displayOrder:desc
  • Tags: Define item tags.

# Search Items

Search items from the published store by using keywords in the title, description, and long description. The function is language constrained, which requires a language code to properly function. If items don’t exist in the specified region, default region items will be returned. When offset and limit value is less than 0, the default value will be used which are 0 for offset and 20 for limit

# Get Item Info By its SKU

Get item information from the published store by specifying the item’s SKU instead of itemId.

# Connect Custom Services to E-commerce using the Server SDKs

# SDK Initialization

Before using the Store (opens new window) service from the SDK, you will need to initialize your server-side SDK to ensure you are authorized and able to perform create, read, update, and delete actions.

# Golang SDK Initialization

Before using the Store service from the Golang SDK, you will need to initialize the SDK by following the steps below:

storeService := &platform.StoreService{
    Client:          factory.NewPlatformClient(&repository.ConfigRepositoryImpl{}),
    TokenRepository: &repository.TokenRepositoryImpl{},
}

Once completed, you can use the Golang SDK to create, read, update, or delete Stores (opens new window) from your serverless app.

# Python SDK Initialization

Before using the Store service from the Python SDK, you will need to initialize the SDK by following the steps below:

Once completed, you can use the Python SDK to create, read, update, or delete Stores (opens new window) from your serverless app.

# .NET (C#) SDK Initialization

Before using the Platform service, you will need to set some permissions. Use the following .NET namespaces:

using AccelByte.Sdk.Api.Platform.Model;
using AccelByte.Sdk.Api.Platform.Operation;
using AccelByte.Sdk.Api.Platform.Wrapper;

# Java SDK Initialization

Before using the Platform service, you will need to set some permissions. Initialize the Store wrapper from the Platform service using the following code:

Store wStore = new Store(sdk);

Once completed, you can use the SDK to create, read, update, or delete stores.

# Create a Store

Use the following function to create a store (opens new window):

# Delete a Store

Use the following function to delete a store (opens new window):

# Retrieve a Store

Use the following function to retrieve a store (opens new window):

# Update a Store

Use the following function to update a store (opens new window):