- Home /
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
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.