Split game Into Parts - unity3d

Hello I have a big game (mobile) divided into different parts is it possible to build a small version and make the user only download certain part ?like for example creating different games and he can download some

It's complicated but it's possible.
I don't write code because it would be endless work, but I give you some guidelines:
Asset bundles
Asset bundle is a way to very compress all your assets except scripts.
Basically you can think of it as zip files, which you can unzip and use whenever you want.
For example you can insert all the assets of a specific minigame, such as textures, 3D models, sprites, audio files and the rest.
When the user wants to play a minigame, you will have to unzip it.
You can also show a screen showing the upload percentage.
Firebase Storage
Asset bundles save you a lot of space, but if you need to save even more space, you can upload them to a server and the user will download the asset bundle from the server.
Obviously it will take a little longer than to recall it from memory; moreover, he will not be able to download it and then play it if he is offline.
To upload your asset bundles, I can recommend the Firebase Storage service.
You will not pay anything for a long time because you have 5gb free and in a month you can download it seems to me up to 1gb totally free.
Alternatively you can rent a normal server.
if you think my answer helped you, you can mark it as accepted. I would very much appreciate it :)

Related

[Flutter]How to download video to app, and make it accessible only through the app (Similarly to Youtube/Netflix)

i'm fairly new to Flutter and is currently working on a course app that requires downloading the videos to the app.
The downloaded video will only be accessible through the app just like Youtube and Netflix, and will be hidden/encrypted from gallery. Would greatly appreciate if someone if someone could point me in the right direction in building this feature.
On iOS and Android your app has it's own isolated folder for storing documents. Items stored there are not intended to be accessible to the user outside of your app. This folder isn't scanned by the Gallery or accessible to other apps on the device. (However, with a little effort a user can access the files so this is not a complete solution where security is an concern. You would need to add encryption if you didn't, say, want a motivated user to copy the video file to a PC and be able to play it.)
the path_provider plugin gives your Flutter app common file locations on a device. The private app folder location is retrieved with getApplicationDocumentsDirectory()
"Download video" is a vague requirement. Most video on the internet (Netflix, Youtube) is provided via HLS or DASH for streaming, which you do download but the video is split up into many files- sometimes thousands of files for a single video. The dart:http package is likely what you're going to want to use to get/download the files (unless the video files aren't available via HTTP/HTTPS, then you'll need a different transport-specific library, like FTP, RTSP, etc.)

Downloading and storing locally on tvOS

I’m struggling to find any good docs/tutorials on this topic as generally TVOS development isn’t so popular and because my use case is a little niche so the questions I’m about to ask might be a bit silly but here goes:
I’m trying to build an app that will essentially be a video player (will actually be a mix of file types eventually but starting with video) that lets you navigate back and forth through videos like a slide deck.
I need to be able to download the videos and store them on the Apple TV as the actual device will be taken to my different clients’ locations and there may be no internet connection there.
The device won’t be used to install any other apps so I’m not worried about there not being enough space or TVOS clearing out downloaded files automatically to make space. I just want to know where I’m supposed to save files to!
Is there a temporary files folder or do I need to create a database or can I use coreData in some way?
Thanks,
Elliot

Storing .png images in an ios app?

Im creating an iphone game that will use more than 1200 .png image files, and all the images combined together come up to the size 11mb, i was wondering whats the best way to store them, i was going to use the s3 storage by amazon, but I would love them to be apart of the app in the resources folder, so users can play offline aswell. So i wanted get any opinions in what is the best way to store images in terms of caching and optimizating .png files in use with IOS Apps. thanks
Just drag them into xcode. 11 MB is not much, apple has raised their download limit over 3G/Edge.
Once you have them inside your project, you just call them like
UIImage *myImage1 = [UIImage imageNamed:#"1.png"];
It doesn't get simpler.
If you don't put the files inside your project and have to download them, you download these into your Documents folder. You can put what ever you want in that directory, as it is only for your project and no other project has access to it
11MB isn't much these days, your app can be upto 50MB and still be available to download over cellular networks so the best solution is;
a) Don't worry about it. Put them in your resources folder.
If you are going to have lots more images, then the easiest solution is to simply download them when the app has a network connection. You can store them in the Documents folder and mark them as do not backup so that they aren't synchronised with iCloud. You could also store them in the Caches folder, but that makes them much more liable to vanish at any moment so you would need to have a slightly more complex mechanism to recognise they are no longer on disk and to pull them in afresh.

Having to store too many image files

So I have a huge app. It is full of features, most of which require a couple images, and all of which have to be saved as part of the binary file. I worked really hard before the release to get under the 20MB threshold, to make the app more accessible to users. My release binaryt was 18.1MB.
So now, with the new iPad and its retina display, what should I do about updating all of my images for this new display. If I did include an updated copy, I would be way over the 20MB limit. Currently, I store some image files on my sever, and download/cache them as the user needs them, but im hesitant to do this with major features because I'm concerned some users may not always have internet access. And without some of those images, the app is useless.
Is there any way I can have an iPhone only install the iPhone graphics, and visa versa?
Apple has since raised the limit for all devices to 50 MB due to the release of the new iPad. This should hopefully allow you to fit all of the pictures in your app bundle.
One approach to minimize the size of your files is by compressing your PNG files. This will only minimize the size, and the images will continue to work correctly.
The links provided below will help you find a crusher you desire.
PNG Crush
PNG Compressor
ImageOptim

Sencha Touch and Saving Local Media

Does anyone know if it is possible to save media from the internet on the local device using Sencha Touch? From what I've seen so far, I understand it's definitely possible to save XML or JSON data locally on the device, but I have had no luck finding ways to store media locally.
To be more specific, I am looking to program an app that provides the user with a series of audio seminars - like podcasts, really. The user would be able to stream those audio files directly from the internet, but I also need to provide the user with the ability to save an episode/seminar for later. This will be important for when a user is traveling and does not have a reliable internet connection or data plan.
The primary delivery device would be on iOS (iPhone, iPad, iPod Touch) and I would hope to be able to use the same technology on Android devices - but that would be a secondary phase.
If this is possible, how would I go about saving material? And what, if any, would be the limitations on doing so? Any thoughts on this would be greatly appreciated.
I have done something similar using Sencha Touch 1 and PhoneGap to produce a hybrid app.
Basically, I use Sencha Touch to download the JSON, etc and LocalStorage to hold the data. Downloading media/files/etc to the actual device is not supported in Sencha Touch as the framework doesn't have access to a file system.
I then use PhoneGap's API's to tap into the device's native file system and download files to the app's Documents directory and pass the file names/paths to Sencha Touch for use in the app.
I'm assuming you are looking to create a hybrid app based on your question but if this is strictly a web app then there isn't much you can do.
TO add to the above point, you possibly could base64 encode the file and store it within LocalStorage but this isn't a sustainable model as LocalStorage only gives you 5mb of space. If you go over 5mb, the user is prompted (yes, no) to allow LocalStorage to use more space (in 5mb increments). Since the files your reference have the potential to be 5mb each, you can see how this could quickly become unmanageable for both you and the user.
EDIT:
See http://phonegap.com/ for the native wrapper
http://blog.clearlyinnovative.com/post/2056122828/phonegap-plugin-for-downloading-url-all-the-code for the phonegap download plugin
and https://github.com/aaronksaunders/FileDownLoadApp for the code
Check this website out. Scroll down to storing data offline. They discuss Sencha Touch provides a set of data store and proxy classes that make it very easy to work with data from (and going to) a variety of sources - both server- and client-side... hope this helped, cheers.