Question regarding consumables handling...

I wonder how I can handle consumables correctly.

Here is a possible scenario I would like to avoid:

I have different consumable purchases in the game for increasing the in game-currency (coins).

Now I publish an open BETA on Google Play. A player is purchasing 1000 new coins for his game in the Beta version.

Then I publish the final version. The player is deleting his old game and installing the new published version.

But he now has left all the purchased coins and has to start with zero.

How can I make sure the player still will have this purchased coins?

How do you handle this?

Nobody does this unless they have a server to store their user’s info on.

That is one of the points and implications of consumables.  People have to buy them again if they delete their game.

Coins and other in-game current are assumed to be transient.  I don’t believe anyone would be surprised if they lost them after re-installing a game.

Anyways, the ONLY way to ‘keep your coins’ is to implement a server and a user login system to track them off device.  You can’t use the IAP system for this.

Nobody does this unless they have a server to store their user’s info on.

That is one of the points and implications of consumables.  People have to buy them again if they delete their game.

Coins and other in-game current are assumed to be transient.  I don’t believe anyone would be surprised if they lost them after re-installing a game.

Anyways, the ONLY way to ‘keep your coins’ is to implement a server and a user login system to track them off device.  You can’t use the IAP system for this.