diff --git a/tutorials/platform/android/android_in_app_purchases.rst b/tutorials/platform/android/android_in_app_purchases.rst index 7d5e906aa..632bd6e29 100644 --- a/tutorials/platform/android/android_in_app_purchases.rst +++ b/tutorials/platform/android/android_in_app_purchases.rst @@ -3,7 +3,7 @@ Android in-app purchases ======================== -Godot offers a first-party ``GodotGooglePlayBilling`` Android plugin compatible with Godot 4 which uses the `Google Play Billing library `_. +Godot offers a first-party ``GodotGooglePlayBilling`` Android plugin compatible with Godot 4.2+ which uses the `Google Play Billing library `_. Usage @@ -29,8 +29,6 @@ Initialization example: :: - var billing_client - func _ready(): BillingClient.connected.connect(_on_connected) # No params BillingClient.disconnected.connect(_on_disconnected) # No params @@ -44,7 +42,7 @@ Initialization example: BillingClient.start_connection() The API must be in a connected state prior to use. The ``connected`` signal is sent -when the connection process succeeds. You can also use ``isReady()`` to determine if the plugin +when the connection process succeeds. You can also use ``is_ready()`` to determine if the plugin is ready for use. The ``get_connection_state()`` function returns the current connection state of the plugin.