I would love to see a patcher for Unity multiplayer - cloud builds are just for testing, right? It would be great to have sort of what VIsual Studio does: Debug / Release builds. Debug build = what cloud build does now. Release build = goes to Unity cloud build and updates their patcher-that-doesnt-exist-(yet?).
Alternately, what to use as a patcher, and how to handle Unity packaging with it?
Or are people updating AT the login screen, then asking them to restart the game?
I use a separate Unity project just as a patcher that can download eitehr asset-bundles or a new version of the game client. Seems to be the simplest method.
The way I have it is the patcher is the executable that the player runs, which ensures the game client is fully patched, then runs the game client. But a C# app would do the same job
For anyone interested in a patching system – we’re developing one, which is called PatchKit.
PatchKit is a CDN for games with a patching feature, where all the content is stored on our servers and binary diffs are calculated automatically. It’s also a drop-in solution, so it’s very simple to use.
You can find more info the thread over here:
We’re currently in the beta stage and we will be very grateful for your feedback. Feel free to check it out, hope it will fit your needs.