Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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
4
Question by Soundguy · Jun 16, 2011 at 01:10 AM · platformcrossplatformbestpractices

Multi Platform Best Practices

Hey I'm building a cross platform PC/mobile. It obviously have to use difference resources in the mobile platforms. (smaller textures, models with less poly's, etc.) I've trying several methods of dealing with this like creating different resources folder and loading them dynamycally in the code at runtime. This didn't prove to be the best solution, as i found myself needing to delete some of the resources folders while making the build, and this cause the editor to lose all the meta data (like properties) in the inspector.

i've also trying skins, but that was but combersome, and only applied to certain aspects of the game's GUI.

any suggestions? how do you handle cross platform development?

Comment
Add comment · Show 2
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
avatar image jahroy · Jun 16, 2011 at 01:32 AM 0
Share

I'm pretty curious about how other people deal with this, too...

There are a few things that I handle with code at runtime (like turning off lights and swapping the materials used by certain models). The materials I swap in this fashion are all found in a Resources directory. The other assets I'd like to swap are textures that I don't think belong in a Resources directory: they are large and will only be used on one specific platform.

I was planning on writing some scripts that will swap various build specific textures. The textures that will get swapped are assets that have been assigned to my GUI Controller script in the Inspector.

$$anonymous$$y current plan is to create a pre-fab for the object in my scene that has my GUI Controller script attached. I then plan to use AssetPostprocessor to change various properties of the pre-fab after they get re-imported for a new platform.

It would be great to get some feedback about whether or not this is a silly approach before I begin the task....

avatar image 3Duaun · Aug 14, 2011 at 02:12 AM 0
Share

have you found any solutions to this issue yet? This is beginning to be a major time-sink for us. You'd think simultaneous platform development would be supported already(or at least better integrated at this point)

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by Rod-Green · Dec 31, 2011 at 10:28 PM

What we have found works is we create a scene and edit it as usual.. however we have a resolution manager that saves transforms, pixel insets, active status etc per resolution. Then there's a bake process that will export uniquely named versions of the scene into a paired baked directory.

We also utilize a build scene manager that reads a csv file and creates a list of build scenes based on the specified exports.

While this sounds like you're creating multiple scenes to edit / manage. In reality they are transparent to the developers. All they do is export the scene and the build manager handles the bake collection.

There's no reason you couldn't implement a lod system that will change model/texture representations and export the scene to a new version per lod. Giving you PC/Mobile versions..

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Simultaneous Multi-Platform Development Workflow and Best Practices 5 Answers

Developing a Universal Unity Game and tips. 0 Answers

tiny Question about WebGl and unity 0 Answers

Targeting multiple OS 1 Answer

Flag between different platform 1 Answer


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