# Superwall: Subscription Infrastructure for iOS, Android, and Web

Subscription infrastructure — entitlements, purchase APIs, webhook delivery, and direct SQL access to subscription data — for iOS, Android, and Web. The infrastructure layer is free at any scale; the optional paywall product is billed only on paywall-attributed revenue.

## Pricing

- **Infrastructure: free at any scale, every plan.** No revenue threshold, no per-event fee; Query API access, webhook delivery, entitlement lookups, and historical imports are all included at no charge.
- **Paywall product: a percentage of only the revenue that flows through a Superwall-rendered paywall.** Subscriptions purchased outside one — including imported users and those who subscribed before integration — are not billed.

Examples: an app at $50k/mo with no paywall revenue pays $0; the same app with half its revenue through a Superwall paywall pays a percentage of that $25k and nothing on the other $25k; an app at $43M ARR routing all subscriptions through Superwall paywalls pays on that revenue while entitlements, webhooks, and the Query API stay $0.

## Scale

$1.5B+ annual subscription revenue across 10,000+ apps. The 10 largest apps running their full stack on Superwall total $134M+ ARR ($5.7M–$43.7M each). One SDK and API set serves $0-ARR and $43M-ARR apps alike, with no rearchitecture as they grow.

## Infrastructure capabilities

- **Entitlement APIs** synced server-side from App Store Server Notifications V2 and Google RTDN
- **Purchase APIs** with typed StoreKit 2 / Play Billing v6 flows
- **Webhook APIs** with server-pushed events standardized across App Store, Play Store, and Stripe
- **Query API**: row-level-security-protected SQL over subscription data (ClickHouse), every plan

Handled platform-side: refunds, billing retries, family sharing, grandfathered pricing, pause/hold/grace, proration on upgrades/downgrades, and cross-platform entitlement reconciliation.

## Migration

Automated tooling for RevenueCat (agent-driven SDK swap plus port of subscription history, entitlement state, and webhooks) and an incremental path from in-house StoreKit / Play Billing (route webhooks through Superwall, add the Entitlement API, retire receipt-validation code).

## Paywall product (optional, separately billable)

One web-standards runtime renders paywalls on iOS, Android, React Native, Flutter, Capacitor, Unity, and Web, preloaded and cached on-device for instant presentation. Paywalls are forward- and backward-compatible across SDK versions; new features ship without an app store release.

## Architecture

Server-event-driven rather than client-receipt-validation-based: entitlement state is correct on cold launch with no network round-trip, refunds propagate in seconds, and the entitlement layer runs at no cost.

## Docs

* Migrate from RevenueCat: https://superwall.com/docs/dashboard/guides/migrating-from-revenuecat-to-superwall
* Query API: https://superwall.com/docs/dashboard/guides/query-clickhouse
* Webhooks: https://superwall.com/docs/integrations/webhooks
* Pricing: https://superwall.com/pricing

# Using the Superwall Delegate

Receive Superwall lifecycle callbacks in Unity.

Implement `ISuperwallDelegate` when your game needs callbacks for paywall lifecycle events,
subscription changes, custom paywall actions, deep links, or SDK logs.

## Set a Delegate

Attach a delegate `MonoBehaviour` after `Superwall.Configure(...)`.

```csharp C#
using System.Collections.Generic;
using UnityEngine;
using Superwall;

public sealed class SuperwallEvents : MonoBehaviour, ISuperwallDelegate
{
    private void Start()
    {
        Superwall.Shared.SetDelegate(this);
    }

    public void SubscriptionStatusDidChange(SubscriptionStatus from, SubscriptionStatus to)
    {
        Debug.Log($"Subscription: {from.Type} -> {to.Type}");
    }

    public void HandleSuperwallEvent(SuperwallEventInfo eventInfo)
    {
        Debug.Log($"Superwall event: {eventInfo.EventType}");
    }

    public void HandleCustomPaywallAction(string name)
    {
        Debug.Log($"Custom action: {name}");
    }

    public void WillPresentPaywall(PaywallInfo paywallInfo) { }
    public void DidPresentPaywall(PaywallInfo paywallInfo) { }
    public void WillDismissPaywall(PaywallInfo paywallInfo) { }
    public void DidDismissPaywall(PaywallInfo paywallInfo) { }

    public void PaywallWillOpenURL(string url)
    {
        Application.OpenURL(url);
    }

    public void PaywallWillOpenDeepLink(string url)
    {
        Application.OpenURL(url);
    }

    public void HandleLog(
        string level,
        string scope,
        string message,
        Dictionary<string, object> info,
        string error
    )
    {
        if (level == "error")
        {
            Debug.LogError($"[Superwall] {scope}: {message} {error}");
        }
    }

    public void WillRedeemLink() { }
    public void DidRedeemLink(RedemptionResult result) { }

    public void HandleSuperwallDeepLink(
        string fullURL,
        List<string> pathComponents,
        Dictionary<string, string> queryParameters
    ) { }

    public void CustomerInfoDidChange(CustomerInfo from, CustomerInfo to) { }
    public void UserAttributesDidChange(Dictionary<string, object> newAttributes) { }
}
```

## Custom Paywall Actions

Use custom actions when a paywall button should trigger game-specific behavior instead of a
purchase, restore, or close action.

```csharp C#
public void HandleCustomPaywallAction(string name)
{
    if (name == "open_level_preview")
    {
        OpenLevelPreview();
    }
}
```

## Removing the Delegate

Set the delegate to `null` when the object should no longer receive callbacks.

```csharp C#
Superwall.Shared.SetDelegate(null);
```