# 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

# Game Controller Input

Enable game controller support for Unity paywalls.

Unity games often need paywalls that work with touch and controller input. Superwall supports
controller-triggered paywall actions when both the SDK and paywall template are configured for it.

## Enable Controller Support in the SDK

Set `IsGameControllerEnabled` when configuring Superwall.

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

var options = new SuperwallOptions
{
    IsGameControllerEnabled = true,
    Logging = new Logging
    {
        Level = LogLevel.Debug,
        Scopes = new List<LogScope> { LogScope.GameControllerManager }
    }
};

Superwall.Configure("MY_PUBLIC_API_KEY", options: options);
```

## Enable Controller Support on the Paywall

In the paywall editor, open the paywall settings and set **Game Controller Support** to **ENABLED**.

![Paywall editor Game Controller Support setting enabled](https://claude-centralize-agent-preamble-superwall-docs.staffbar.workers.dev/docs/images/gc_unity.jpg)

After this setting is enabled, click behavior controls can map an action to one of these controller
buttons:

* `a`
* `b`
* `x`
* `y`
* `l1`
* `l2`
* `r1`
* `r2`
* `menu`
* `options`

## Test on Device

Controller support depends on the native iOS or Android runtime. The Unity Editor only logs SDK
method calls, so test with a controller connected to a real device, simulator, or emulator that
supports controller input.

> **Note:** If touch input works but controller input does not, verify both settings:
> `IsGameControllerEnabled` in Unity and **Game Controller Support** in the paywall editor.