Multiple Game Version Handling? (paid/ad-driven)

Hi,

i would like to know how i could handle the situation. I have a game and i want to publish it in 2 different versions:

  • Paid
  • Ad-Driven

If i now need to update the game i need to change

  1. Paid
  • Bundle identifier

  • Bundle Version

  • delete and/or comment out all ad-stuff

  1. Ad-Driven
  • Bundle identifier

  • Bundle Version

  • enable and/or comment in all ad-stuff

I don’t like to comment out all things and remove stuff everytime i do an update. etc.
But also i don’t want to update 2 Game Versions like ProjectA&B. Just one.
How are you handling such things?

You can use pre processor directives to have the compiler selectively ignore code for you.

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So you mean stuff like:

#if UNITY_EDITOR
Debug.Log(“Unity Editor”);
#endif ?

How can i specify that? Or what can i use to handle it, the bundle identifier somehow?

For mobile 2 different versions is not a good idea anymore and in some cases Apple even rejects the other one. You should only have one version with IAP to upgrade to full/remove ads.

Keeping 2 versions you will just hurt yourself, all reviews and visibility will be split between the two and you will waste time managing and maintaining seperate version in the stores.

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Sounds interesting and yes you are right, it’s ugly to have reviews and stuff split. However, how could i approach the IAP? currently i only use the googlestore.

I hadn’t considered that, but that would be a clean way of handling it, as it would strip the code from the build.

I was going to suggest setting up some constants, then just changing them before you build. This is a fairly clean way to do it, unlike @Kiwasi s suggestion, the code would still be there, just never used. If the code is minimal, that could an option as well.

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Google Play supports in app purchases too: http://developer.android.com/google/play/billing/index.html

You can google some tutorial for Unity, get some plugin from asset store or wait for Unity 5.3 which will have built-in support for IAP for various platforms including Google Play.

Using Iap is more optimal, as it is less steps for the user, meaning less friction to convert them.

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Thanks @Ostwind i will see if i find a good tutorial or plugin(which i hopefully can get free), and try all that out.
Yes @zombiegorilla i realised, it seems to be the best and of course easiest way, to handle the version thing. So i just save alot time.

Seems i need a pretty good tutorial for that now. Feel free to send me one if you have one in hand. :wink:

Be sure to try out Soomla! It supports Android, iOS and Windows Phone out of the box.

Thanks for the advise, is it easy to setup?