How to implement online update?

hi, I’m considering developing an mmorpg with unity3d, a pc standalone game.
After deploy, we may still update the game frequently: new content, bug fixed, etc.
Here’s my question:
How to split the packed resource file into different small files? I know asset bundles can do that,but it seems too much manual work and more suitable in web game.What I need is less modification causes less download size, for example, substitute a texture does not need to update the whole resource file.
thx.

I’m not an expert in this field, but I guess you could use www to check and fetch updates. If you manage to store them locally in a known folder, you may use www once again to load local files at run time.

This may be helpful: Load Texture at Run time from file - Questions & Answers - Unity Discussions

http://forum.unity3d.com/threads/62326-M2HPatcher?p=398858#post398858

I’ve considered that way. Technically implementable, although some effort to pay. Thanks.

It seems that clients must download the whole game every new version, which not exactly what I want.

It seems that clients must download the whole game every new version, which not exactly what I want.

What you are looking for is a binary delta compression tool. You might be able to build a system on top of xdelta if you’re looking for cross platform. Otherwise, a ton of products should show up with a quick google search.

You have to be really careful though with them, or things can go really wrong.

A few years ago, Eve Online released a patch. It turns out that because of the machine they built it on and with some human error thrown into the mix, every windows users who downloaded the new patch discovered that their machines would no longer reboot. The process decided some critical system files were more than depreciated in the new build and deleted them.

I don’t know whether the unity3d resource files compressed, if so, diff data may be large even minor changes, depends on the compression algorithm. Has any project tried this?