Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
3
Question by Ultratroll · Apr 28, 2011 at 08:33 PM · iphoneassetbundlein-app-purchase

Are AssetBundles a solid solution for providing in-app purchasses in my app ?

Hi everyone.

I'm trying have new levels and content added to my iPhone game. Following this: http://unity3d.com/support/documentation/Manual/iphone-Downloadable-Content.html

But first I want to solve some doubts:

  • It's a solid solution ?, any games in the store put this technique in practice with success ?
  • Can I download any kind of asset ? (scripts scenes, ect.)
  • After i validate the purchasse with store kit, it's up to me to show the progress of the download to the user and pause the game while the doenloadtakes place ?
  • The assetBundle remains in my app after the user leaves it ?, It's "persistant content" ?
  • It's recommendable to use it ?, or the whole feature suffers from any important bugs and should be avoided ?

Thanks !

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by kromenak · May 08, 2011 at 04:41 AM

Here is some info. I'm not an expert on content packs, but these are the basics:

  • I am not aware of any released games that take advantage of in-app purchasing, but then again I don't know many of the released games.
  • You can download any asset except for scripts. All scripts need to be included in the main game executable. If you need to include additional scripts as part of a content pack, you'll need to have the code already available in your main executable and then enable the features when the pack is downloaded.
  • I think that after going through storekit, you've got to do all the management. This might include showing a progress bar or just managing the download in the background and informing them when it is ready.
  • Once an asset bundle is downloaded, you can save it locally to the device, essentially caching it for later use. This will take up more space on the user's mobile device, so be wary of taking up too much space. When you need content from the pack, you may also have to manually check if a cached copy is available before downloading the content pack.
  • I've heard that assetbundles can be memory intensive, so I would be wary of making an individual asset bundle very large - having a full bundle in memory can be crippling if it is too large.
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

How to import the object from server to unity 2 Answers

Failed to Wait on a Semaphore 2 Answers

Iphone downloadable content restrictions 1 Answer

Animator in assetbundle from iphone app not play 1 Answer

In-app purchase "Invalid product" on Mac Store build 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges