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Question by RazorSRam · Jan 24, 2014 at 03:49 PM · versiondemobuildsettingsfull

Building Demo and Full version of my game...

Hi, I'm currently developing a game and I've planned to release a demo version with limited items, levels and options and a paid Full version which has all items and options like multiplayer etc. I read a few similar questions but I'm still not clear with one thing.

In the demo version, I do not want to include unwanted assets like additional weapons,levels,multiplayer that will only be available in paid version, so that the build size will be small. I can remove levels by unchecking scenes in build settings but what about the assets like weapons,items,plugins,etc. that are not required for demo version? How can I do this in the easiest way ? Should I maintain 2 different projects with only the required assets ? Can you guys guide me in the right way please ? Thank you.

Regards,

Razor.

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avatar image HuskyPanda213 · Jan 24, 2014 at 03:56 PM 0
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Duplicated the Paid version, and then Rename the duplicate project to Demo_YourProject_Name, then delete the things you do not need. Although you may need to alter somethings.

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Answer by oatsbarley · Jan 24, 2014 at 05:05 PM

Depending on how you've structured your game, you could just make a build with the demo-accessible scenes in it, which will mean that any assets not included in those scenes won't be included in the build.

You could also make scenes unique to your demo and create a build with only those scenes, which would achieve the same thing while allowing you to maintain one project and not have to split your work between two.

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avatar image RazorSRam · Jan 25, 2014 at 11:17 AM 0
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According to my game, I load the assets like weapons, characters into the scene only in run-time according to the player's choice. So what can I do if that's the case ? I'm concerned about the plugins, weapons and character assets that are exclusive for full version...

avatar image oatsbarley · Jan 25, 2014 at 12:14 PM 0
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You could use preprocessor statements to exclude certain code from your demo. See Unity - Platform Dependent Compilation, specifically the last section about global defines. Also see #if (C# Reference) for more information on preprocessor statements.

avatar image RazorSRam · Jan 25, 2014 at 04:04 PM 0
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Hey oatsbarley,

Thanks for the solution. I tried the preprocessor statements and the game is working as expected. :) But when I build , both the demo and full version have the same build size and when I checked the Editor Log, all weapon and character prefabs(even those of full version) are getting included in both versions. Am I missing some important step here to remove the extra prefabs from being included in the demo version ?

avatar image oatsbarley RazorSRam · Jan 25, 2014 at 05:20 PM 0
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This should have been a comment and not an answer ;) Unity includes any assets in the Resources folder and in the scene hierarchy (for every scene in the build), so if you've got assets in your scene in some way - say, attached to a component on one of the scene objects - they'll end up included in the build.

It might be necessary to make new scenes that don't have those objects included in them.

avatar image RazorSRam · Jan 25, 2014 at 06:41 PM 0
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Ha ! Sorry posted it wrongly :) Ya most of my prefabs are in a resources folder. Had to keep it that way to selectively load during runtime. Looks like I have to follow HuskyPanda213's soln to remove them. Thanks anyway ! Cheers mate !

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