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How can I update my game client after release?

I want to make a MMO game,but I worry about game update function.I do not know how can I update my game client to add some new scripts,models,textures and so on.

I want to re-import Assets after game release.The update data can download, and import through update.exe.

On other project, I update client like this way : unpack resourse --->add new resoures---->pack resourse--->replace .exe file,but in unity3d, I can't unpack .assets file, does unity have a tools such like this?

And, does have any way to change unity3d build folder structure? I found unity pack all file into .assets files. Can any tools can change it?

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asked Jun 29 '10 at 10:04 AM

amizaki gravatar image

amizaki
32 1 1 3

Easiest way would be to simply send players whole new client downloads. Also look into using asset bundles for additional content.

Jun 29 '10 at 01:01 PM spinaljack

@spinaljack, might mention that AssetBundles are a Pro-only feature.

Jun 29 '10 at 01:20 PM Cyclops

But can you have scripts in assetbundles?

Nov 03 '10 at 02:52 PM Atnas1010

there should be some script somewere that access the server. then check the last modifiyed date and if its above he current one it will auto download. well that is a thought anyway

Nov 20 '10 at 10:51 AM Lachee1
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3 answers: sort newest

1) Asset Bundles are one way, bundles created from the same project as the one they will be loaded into can have script applied.

2) Loading textures dynamically is another.

// Get the latest webcam shot from outside "Friday's" in Times Square
var url = "http://images.earthcam.com/ec_metros/ourcams/fridays.jpg";
function Start () {
     // Start a download of the given URL
    var www : WWW = new WWW (url);

    // Wait for download to complete
    yield www;

    // assign texture
    renderer.material.mainTexture = www.texture; 
}

3) Mesh can also be added dynamically from text by serializing mesh

4) Another might be to create a dynamic unity scene that only has a 'Code' node and then attach a script that loads in configs from local or web (i.e. in a JSON or XML file). Based on those configs you dynamically create all objects in script/code by downloading asset bundles or objects such as textures, meshes, configs.

Certain areas could be managed with any one of the above options individually or combined.

But the best option is to probably do assetBundles and using them from the same project when you export them to use script across them.

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answered Nov 30 '10 at 06:48 AM

drawcode gravatar image

drawcode
246 2 4

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Simply, try to learn other programming language, such as VisualBasic (Visual Basic 2008 Studio), it is very simple and you can make your own updater. It can download files, unrar them to selected folders & etc... Very powerfull language, i have maked something like that (updater for my other program).

Or publish your game via Unity Web Player.

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answered Nov 23 '10 at 04:02 PM

pocikanec gravatar image

pocikanec
21 4 4 7

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Occam's razor -- host in the web player and cachebust?

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answered Aug 02 '10 at 05:52 PM

Max Kaufmann gravatar image

Max Kaufmann
573 10 12 21

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asked: Jun 29 '10 at 10:04 AM

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Last Updated: Jun 29 '10 at 01:22 PM