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Is it possible to distribute separate DLC on Google Play and have a main app use them?
I would like to sell a game made with Unity on the Android app market (Google Play). Later on, I would like to be able to sell DLC "packs" through the Google Play market that are not apps themselves, but simply content packs for the main app. The main app would then be able to see that the user has one of the DLC installed and simply tap into its resources.
I know from previous dabbling with Android development that apps can communicate and use each other's data in various ways, so I'm guessing this isn't impossible technically, but is it supported in Unity?
NOTE: Trying to find an answer to this has usually pointed me to using AssetBundles via a WWW class, which for me sounds like downloading additional assets through the web, which requires a server to host those files. Optimally for both me and the end user, having the DLC downloaded via the Android market would both save me the hassle of a server and would make it easy for the user to install/uninstall (pick and choose) DLC through a familiar interface.
Answer by Graham-Dunnett · Jan 25, 2013 at 11:15 PM
AssetBundles are the way to go. And yes, that does mean you need to implement a server. Note that typically the content is downloaded by the game, and chosen through the game interface.
Thank you for your response, but that is however not an answer to my question.
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