Connect your game to the cloud! Appcrafted is the cloud game platform for Untiy.
How to easily start streaming new content into your game? Appcrafted!
We built Appcrafted for game developers to start connecting your games to the cloud. What does that mean?
Easily deliver new levels, characters, and hats(!) to your game without having to patch it. How? Just upload your asset bundle via the dashboard and retrieve it from the open-source plugin
Update any text in your games dynamically. Great for making announcements to all the players across all your games! (quick example project video+code)
Keep your players coming back for more by leveraging the Appcrafted platform to deliver fresh new content dynamically to your apps.
(coming soon) Allow players to upload user-generated-content back to the cloud. You can then use our web API / JavaScript / Unity plugins to share this new content on the web or in your games.
Integrate easily with our snappy dashboard and Unity plugin and get back to what you do best (creating awesome games!) in no time.
Appcrafted is a cloud platform as a service. We want to take care of all of those server-side features, allowing you to focus exclusively on making your games. Give it a test drive and let me know what you think, and what features you’d like to see!
Cool stuff Brandon! Glad to see this finally ready for prime time. Other readers, I know this guy and he’s an awesome developer and I expect will provide killer support for this rather unique product!
Does this rely on the WWW class in iOS? edit I see you’re using UnityWeb. Don’t forget to time out your WWW/Request calls
Does the asset have to pulled every time the app starts? Why not save into PlayerPrefs or to temp?
What is the backend nosql engine?
We are using eXist-db + WWW in our iOS app.
Here is a snippet of a user class which interacts with the server:
We also have the ability to apply patches on the fly. Build the patch DLL to a common interface, throw it on the HTTP server, register it as a patch in a patches.xml doc to become visible to client, who downloads the bytes, creates a type and invokes the common interface.
Just recorded a video showing how you can update a string in your games from Appcrafted.com — use it for player announcements for example (giveaways, promotions, jokes…etc. )
Hi community, I’m trying to access was dynamodb via unity. I viewed some of the posted code but didn’t find what I’m looking for but since I don’t really know what I’m looking for I could’ve missed it. Can someone direct me in the right direction?