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

  1. 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)
  2. Call MarketplaceService:PromptProductPurchase(player, productId) in Luau to show the native purchase UI to the player
  3. 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)
  4. Make ProcessReceipt idempotent and non-blocking, since Roblox will retry delivering the same receipt until your callback returns a definitive decision
  5. Do not use PromptProductPurchaseFinished to grant items — it fires when the purchase prompt closes, not when payment is actually confirmed
  6. Log granted receipts server-side so you can audit against Roblox's transaction records if a player disputes a purchase

Known gotchas

Related routes

Query a Roblox user's item ownership using the Open Cloud Inventory API
gaming · 5 steps · unrated
Configure developer products and game passes programmatically via Roblox Open Cloud
create.roblox.com · 5 steps · unrated
Purchase catalog items with virtual currency using PlayFab Economy v2 PurchaseInventoryItems
playfab · 5 steps · unrated

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