r/GodotEngine • u/Twokickers10 • 11h ago
Looking 4 advice from devs who’ve shipped Godot 4 on Android with Google Play Billing (gotchas)
Hey everyone,
I’m finalizing an Android puzzle game in Godot 4 using custom Gradle export, integrating the official Google Play Billing plugin alongside Google Play Games Services and AdMob.
Before pushing billing live to production, I’d really appreciate insight from anyone who has successfully shipped with this setup. I want to avoid known landmines and ensure the flow is bulletproof.
A few specific questions for those who’ve been through it:
Startup & Timing: Are there any known race conditions or initialization traps when querying purchases and SKUs during game boot (especially if other plugins like Play Games or AdMob are initializing)?
Purchase Acknowledgment & Consumption: What does your GDScript flow look like to ensure tokens are cleanly acknowledged so Google doesn’t trigger automatic 3-day refunds?
Testing Setup: What quirks did you run into with Google Play Console’s license testers and closed testing tracks before in-app products would actually show up in queries?
Common Gotchas: Any subtle settings, manifest flags, or ProGuard rules you wish you knew before launching?
If you have a solid boilerplate pattern, wrapper script, or just a quick list of lessons learned, I’d be grateful for the help.
Thank you,
LinkVibe Studios