Managing Different verisons ( HD, Free, and so on )

Is there anyway to have a conditional compile, so i can use same project for the various versions
of an app ?

for example i have a free version that doesn’t go above 3gs rez, and an HD paid version, but i
really do not want to have to maintain 2 projects and 2 code bases.

can you set player settings from script somehow ? or setup multiple build profiles somehow ?
( or say like in visual studio you can have multiple build profiles and set some global defines )

Various platforms, yes → conditional compilation in manual

different version with the same mechanism: no, unity does not offer any possibility to set project wide defines to achieve that, at least at the time (Unity 3.3)

Thanks for reply, yeah i was aware of some of the conditional compile defines, just hoping for more control over versions.

would be really nice if we could set various player settings, name it, and set a define for each config we could act on in code

then choose multiple configs ( like in visual studio ) Release iOS - free version, Release iOS - full version, Debug - iOS - free version
and so on.

Is there anyway to have scripts shared by multiple projects ?

My worry is, i will fix a bug or add something in one version, and forget to add that to other somewhere down the road

Scripts shared by multiple projects means they are present in every project, thats the only way to go.

I also had higher hopes for the project end in U3 but it has not happened so far, I’ve not given up hoping for it though (or finding a way to overcome it the dirty hacky way)

what i am doing now is just working on full version and using a batchfile/shell script to copy
code files over to other project ( in my case only difference is the full resolution of app )

Would be cool if Unity had the ability to specify different pre-processor symbol configurations for each build platform. So you could create and choose them via a dropdown or some other such mechanism. Then those preprocessors symbols would be included in the code project and used by the script compiler in addition to the ones Unity already defines for us.

Maybe one day…