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Question by zoombapup · Aug 19, 2011 at 11:25 AM · clientonlinestreamingmmo

What is the best way to scale web player content delivery?

Hey all,

Pretty new to unity, but experienced developer, I had a look for answers to this, but couldnt find anything in search. So feel free to point to better search terms.

We're developing an online game client using unity and I'm wondering about how best to scale out the content delivery mechanism for the game.

In a normal game client for any typical MMO, you have a patcher that runs before running the client executable and does the download and update of the game itself.

But with Unity, we can try and make that a lot easier by using the webplayer. So my question is:

What is the best method to deliver a lot of content, such that it is stored in a players local cache (not downloaded every time) and such that new versions can be pushed out to players?

Is it possible to have methods to do this with peer-to-peer bandwidth like torrents etc?

Is there a convenient method of checking the client side files (MD5 check or some such)?

Anyone who has experience of delivering a scaleable client I'd love to hear any caveats you have!

Thanks,

Phil.

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Answer by Waz · Aug 19, 2011 at 11:35 AM

See WWW.LoadFromCacheOrDownload, and AssetBundles.

For more a in-depth discussion, you'd be better off on the forums.

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avatar image zoombapup · Aug 19, 2011 at 12:44 PM 0
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