I was wondering if there is a way to define different sets assets that can be selecting at runtime depending of the device resolutions ? If I make a 2D or 3D game I don’t want to use retina assets for no-retina assets. Is that feasible, is that a good way to go with Unity3D ?
Second a last question - what about XML ? I’m used to use XML files as database, for instance the list of all my game weapons and their properties etc. etc. So how can I load and read and XML file ? Didn’t find a easy-right way to achieve that.
What is not clear in my example ? If my game is running on an ipad 2 or an ipad 3 the device resolution wont be the same - I will need higher resolution texture for the ipad 3 than the ipad 2. I said that become I come from Flash and it is a common way to have 2 set of assets in order to load small def or high def asset depending on the device resolution.
Yes so when you want different assets for different devices you should select them based on build profile like they do in the video.
When you said different assets depending on resolution it could mean that you have one build for PC for example and when user changes resolution you want to use different asset set. That’s why it was unclear to me what you want.
EDIT: The relevant part starts around half way down the video if I recall correctly.
EDIT: What the video shows is an example how to automate the process but you can configure different assets (or at least different asset versions - not sure) for different devices manually out of the box. Don’t know if it’s so detailed to distinguish between device versions though.
Not sure if you can do that out of the box after all. I think I fooled myself into believing that by seeing something I now know is unrelated. Someone else maybe?