Anyone using godot-iap? (iOS + Android in-app purchases)

Late last year I needed in-app purchases in a Godot 4 project and found nothing that covered both stores: an old Play Billing version on Android, unmaintained iOS plugins, and the “Frustrating state of Godot mobile IAPs” thread here still unresolved a year after it was posted.

I already maintain IAP libraries for React Native, Flutter and KMP, all built on a spec called OpenIAP — one schema, generated bindings, shared StoreKit 2 / Play Billing layer. So adding Godot was mostly generated GDScript types plus a Swift GDExtension. godot-iap shipped January 1st, MIT — Asset Library.

Eight months on there have been issues and discussions from people using it, which I’m grateful for. But the Asset Library doesn’t publish download counts the way npm or pub.dev do, so I have no real sense of how many of you there are or how it’s holding up in actual projects — hence the question. If you’ve tried it, I’d love to hear how it went: what worked, where it fought you, anything you ended up working around. Even a one-liner would help.

And if you shipped a game with it, the OpenIAP showcase has no Godot entry yet — I’d be happy to add yours.