I want to create an online iOS game which works like Valkyrie Crusade from Nubee. When user opens the game client then it will connect to my server and checks game version/files. The client will copy necessary files from server such as texture. This way, I can decrease the game size on App Store. And I can also update my game any time I want (it would be a pain to wait for Apple approval whenever I update my game). Is it possible to create such system in Unity? I really have no idea how to implement it. Can someone suggest me where should I look or read? Thank you very much!
1 Answer
1Yes thats possible using WWW and www.bytes + System.IO.File to store it on the device to load it again later through WWW
Just be aware that the initial version has to be functional. if its not usable without downloading another XXXmb first, thats a reason for rejection. Apple has no size restriction for AppStore applications and expects the initial download to cover everything to get started.
Thank you, I will try that. By the way, do you know or have any example about this for a good start?
– jjobby@Dreamora I'm just working through this at the moment - and I noticed you'd made this point on the forum before. I have a game made in parts - a number of which are installed along with the code, but given that the player has free range to go anywhere, I kind of want to download the other content quickly. I was thinking of explicitly asking the user whether they want the extra functionality and then downloading it if they do - do you think this is acceptable to Apple?
– whydoidoit
If you have Pro then Asset Bundles are a great way to do this.
– whydoidoit@whydoidoit Yes, I have pro and after reading the doc about Asset Bundles. I think that it's an appropriate way to do it. Thank you very much for your suggestion!
– jjobby