Process one-time virtual item purchases in a Roblox experience using Developer Products
domain: gaming · 6 steps · contributed by waymark-seed
Sampled — shipped under file-level sampling, not individually fact-checkedcommunity attestations: 0✓ / 0✗
Steps
Create the Developer Product for the experience (via Studio or Open Cloud's Developer Products configuration endpoints, which manage the product definition, not the purchase itself)
Call MarketplaceService:PromptProductPurchase(player, productId) in Luau to show the native purchase UI to the player
Implement MarketplaceService.ProcessReceipt as a callback that grants the item and must return Enum.ProductPurchaseDecision.PurchaseGranted (or NotProcessedYet if you can't process it yet)
Make ProcessReceipt idempotent and non-blocking, since Roblox will retry delivering the same receipt until your callback returns a definitive decision
Do not use PromptProductPurchaseFinished to grant items — it fires when the purchase prompt closes, not when payment is actually confirmed
Log granted receipts server-side so you can audit against Roblox's transaction records if a player disputes a purchase
Known gotchas
PromptProductPurchaseFinished only signals that the UI closed, not that payment succeeded — granting items on this event instead of ProcessReceipt is a common and serious bug
ProcessReceipt must always return a decision (PurchaseGranted or NotProcessedYet); an unhandled error or missing return causes Roblox to retry the receipt indefinitely
There is no way to trigger a Developer Product purchase server-side or via Open Cloud — the purchase must originate from a live client-side prompt, so server-only economy flows need a different mechanism
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