How to manage multiple game versions with CCD?

We have a development and a production environment for iOS and Android in CCD.

So far we’ve automated autofilling development buckets with every build.

How do we properly manage launching versions of the same game?

Transitioning from a live game to a new version without breaking the live version.

Currently we’re thinking of doing multiple CCD buckets per version (e.g: Android v1, Android v2, and so on in production environment).

Hi @programacion-6
Thanks for posting on the forums.

The solution you proposed with multiple buckets per version would work. However may need a little more information to see if there is a better solution.
Could you describe your use case?

My understanding:
GameA V1 is live with CCD addressables containing a bean
GameA V2 is new version that replaces the bean with a cube

GAME V1 should still be working and have a cube instead of a bean.

When updating assets in ccd within the editor I would normally Update a previous build


then proceed to to locate the bin for said platform.

Look forward to your response.
Best,
Seb

Thanks for the answer.

Well we haven’t thought on content updates for previous versions yet.

The intention so far is that the old version (Game A V1 for example) keeps functioning the same with the same content.
Even if we publish a newer version (Lets say Game A V2 for example) with changed/new content.

So far we always make code changes (bug fixing, new features) on every release so a simple content update won’t be of use to us right now. But we will consider it if it makes our delivery workflow faster.

Is there a way to control content updates just with CCD ?
Or should be better to use Remote Config and Game Overrides?
How it is planned to be used? (keeping in mind we will probably have multiple versions of the game).

Hi there,
apologies for the late reply.

You could try using badges for versioning.
Remove config and game overrides would work but would be more maintenance for your scenario.