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
Paid
Bundle identifier
Bundle Version
delete and/or comment out all ad-stuff
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?
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.
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.
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.
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.