CDN Solutions for Large Unity Game

Hello, I have a large mobile application that is going to be released to the public soon. In closed beta, the biggest complaint was the storage size of the application (about 1.9GB). This led me to research Play Asset Delivery, which seems to do the job I want, but something cross-platform is ideal.

What are my options for asset delivery solutions that can store content, and download this content to a user’s device when it is needed (i.e. a Level 1 player does not need Level 2 NPC’s or enemies loaded into their project until they reach Level 2.)
Ideally, this would also be able to happen in runtime in the background, asynchronously (not requiring an app update). Let me know if something like this exists, and what my options are if anyone has any experience with this sort of thing. Thank you

The reference Unity solution is Addressables. They’re not cross-platform but they can be built for all platforms, AFAIK. In other words, you need to build versions for each target.

That’s really just all the plumbing you wrap around addressables, essentially the intelligence of what to get and when. In mobile, every second you make the user wait is something like 4% of all users drop out, so you obviously need to pre-download content as the user nears the place he’ll need it.

All of these things can be done in one way or another with addressables and/or asset bundles, but to make a robust and intelligent user experience, first you need to sort out the underlying design of data delivery, then implement it.

Good reply! I’ve never heard of addressables so it’s definitely something to look into. Thanks for the pointers, I’ll get to work :slight_smile:

1 Like