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Replacing Files After Build?
hi, how can I replace a file (ex. a texture or a script) after I build the application? is it possible? 'Asset Bundles?'
If you make another build of your game which is different/updated you can copy a few files depending on what was changed. Depending on the language you use you can copy & replace the Assembly-YourLang files for scripts, the level files if they have been changed and the mainData/resources/sharedassets files for assets.
You may want to make some sort of update program to download and replace the files, a few people seemed to screw something up when I made a mod for a Unity game this way.
so the Assembly-$$anonymous$$YLANG is the scripting base?
I'm not sure what you mean by 'scripting base', but using a decompiler such as .NET Reflector shows that certain assembly files contain the scripts/classes you've written. If you use only C# scripts you will want to update Assembly-CSharp and Assembly-CSharp-firstpass if it exists.
Answer by fafase · May 13, 2014 at 07:18 PM
I think you have a similar question there: http://answers.unity3d.com/questions/21014/how-can-i-update-my-game-client-after-release.html
I know but not the same approach as $$anonymous$$e... I want to replace the files... I dont want to use Asset Bundles and load them in runtime...
You don't wanna load them during runtime then how will they ever be changed? External updater? Asset Bundles or not they would still be loaded, unity doesn't magically not have to load anything just because it hides the code that does it.
yes I meant external updater... all i need to know is what file i have to replace after a certain change in code or scene editing?
One easy would be to have your user registered on a database and then you send the update from your side.
The external updater would have to run a script like php that once a day checks the server for update, considering the user is connected at least once a day.
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