MG Patcher

New version MGPatcherTools and Light sent to, check. If you want to get them now send No Invoice in the mail.

Hmmm… this asset seems like a student work - lots of bugs and bad coding - not worth any money so far.

Fairly often, immediately after patching and launching the play scene there will be issues and I have to close and relaunch the application for it to behave correctly (at least on OSX). Thinking it’d be better if the patcher was an external app rather than having the game try to patch itself while running.

We have run into that as well. It just need a switch of some sort that tells it to force a close of the app before continuing to run. So far is seems to be tied with a change to the scene that the patcher is in. We mitigated it by placed the patcher in its own simple scene and limiting changes to it.

It does looks like you could build the patching into a separate build of the game. It just needs certain folder pointers set during the build of the patcher. It might be able to be packaged to be usable in a basic C# standalone app as well. We may have to look into this, it is a good way to just have patching as part of a separate launcher.

You can make a choice

Then why the developer of this asset does not make it like this? The problem of asset store is that poor students with limited knowledge of programming are trying to sell some silly assets. I think Unity guys should pay more attention to this.

You can see your projects?

Well,MG Patcher works out of the box,had few issues/doubts initially but developer is very responsive and knowledgeable,and helped a lot,though he is a russian and slight low in english and use Translator,still he was able to help me everytime i needed,THANKS for your support and the asset.

1 Like

Probably because no one has requested it. His code works, it functions right out of the box. Could it use cleanup? Sure. Everyone’s code can use cleanup. All the really specific code for the binary diff patching works fine, just basic UI and outer function stuff could use work for the client side. The real issue is there are always going to be multiple use scenarios and it is nearly impossible for an asset dev to think of and prepare for them all.

2 Likes

Yeah, I don’t think it’d be too much work to make it external. Have version info somewhere outside the app so the launcher can read it, then just point to the directory and it should more or less function the same.

Need to record video how to make a separate patcher app?

Yes, please!

MG Patcher Tools - Separate Program.
In this video tutorial you will learn how to create a patcher like party program.
2336067--157890--Screenshot_1.png

For an updated package please e-mail with invoice No.

If you have questions, ask

We are on facebook Redirecting...

Do I need to make the IOS platform?

2 Likes

if IOS is possible. yes! please!

This patcher looks absolutely great, I went and bought it since it looked like just the sort of stand alone thing I needed for my game, what is desperately needed though is a proper and detailed english translated tutorial.

Trying to follow along the tutorials and figure it all out so that I can use this properly, I wanted to ask though, is there a way to create seperate patcher files and simple have everything install offline without the aid of any patcher connecting to an FTP server?

I’d like to be able to just have my customers download a .exe file like on old games and then run the patch by itself offline.

Of course you can use offline. Write your Skype in PM I will explain you in detail

Thanks!