I have been trying to configure app thinning to work as follows and have failed so far:
- iPhone or iPad with less than 2GB of RAM → SD variant
- iPad with 2GB or more of RAM → HD variant
static UnityEditor.iOS.Resource[] CollectResources() {
string manifest = "iOS";
return new Resource[] {
new Resource(manifest, "AssetBundles/iOS/"+manifest),
new Resource("graphics")
.BindVariant("AssetBundles/iOS/graphics.hd", "hd")
.BindVariant("AssetBundles/iOS/graphics.sd", "sd"),
};
}
Variant slicing configured in Project Settings.
The problem I have is that it works fine for iPad with more than 2GB of RAM and for iPhones. But it fails to load anything for iPads with less than 2GB. I would have assumed that “sd” has no requirements so it must be the fallback for the “hd” variant.
Can someone help me configure this correctly?
Edit: Building the project to Xcode I get the following config for “graphics”. As you can see there is a missing reference for the “Any/Any” Slicing.