- Home /
Using Shaders in AssetBundles that weren't in the original app store build
I'm interested in shipping new items using assetbundles with custom shaders that weren't submitted to the app store as part of the original iPad app.
Apple's guidelines say this:
3.3.2 An Application may not download or install executable code. Interpreted code may only be used in an Application if all scripts, code and interpreters are packaged in the Application and not downloaded. The only exception to the foregoing is scripts and code downloaded and run by Apple's built-in WebKit framework.
I'm assuming it includes Shaders but not sure. I tested this using a local build and the shaders are picked up fine from the assetbundle but I'm unclear about the ramifications with the App Store.
Has anyone had any experience with this? Can we ship new shaders to an existing iPad app in the store?
Answer by Owen-Reynolds · Jun 20, 2013 at 04:30 AM
Gamasutra had an article about that: http://www.gamasutra.com/blogs/KerryJones/20130604/193593/iOS_interpreted_code.php
The short version is that as long as Apple gets a cut, it's probably fine. Then, I'd say that shaders are never executables, since they don't run on the CPU. Plus, gosh, they're just part of Materials, which are Assets.
Your answer
Follow this Question
Related Questions
Fallback shaders not working in Asset Bundle? 0 Answers
Shader/Material not displaying properly when attached model loaded from bundle 0 Answers
Asset Bundle breaks Materials 0 Answers
On-Demand Resource iOS/Android - AssetBundles 1 Answer
[Oculus Rift] AvatarSurfaceShaderSelfOcluding.shader will not import 0 Answers