![]() ![]() Note: If you want to have full control over which release is currently in use, then you can take advantage of the badges, too - take a look at the official docs for more details!įor this article, I’ll work with a sample Unity Android app I prepared: The “Shape Browser”. :)įinally, the releases allow us to take a snapshot of the current state of the bucket and mark all the recently added, updated, or removed entries as ready for delivery. The entries themselves are individual files: They can be images, text files, XML data, asset bundles… the tool accepts a very wide diversity of file types! This is the strength of CCD: You can extract whatever chunk of your game data you want to make it more flexible for further updates. Usually, you create different buckets for each build target based on your project needs and of course, you can set these up with Unity’s new Addressables tool to streamline content to your game and get perfectly self-contained assets. The buckets are the core elements of the CCD system - they are the storage units you’ll put your files (called “entries”) in. The environments are similar to namespaces: They allow you to publish content for a given audience or production stage and to have multiple versions in parallel. After that, you’ll pay as you go, which makes it possible to scale your app at your own pace and try out the tool without any financial commitments to see if it fits your workflow.ĬCD mostly relies on a system of environments, buckets, entries, and releases. We can obviously build our own setup with custom tools, but CCD is really quick to configure and straightforward to use, and it offers 50 GB of bandwidth per month for free when you first start. Simply put, it’s an easy-to-use, fully integrated Unity tool that helps separate the code from the assets so that any bug fix or live data update is a breeze to manage. ![]() Unity Cloud Content Delivery is a cloud service that lets us easily store resources online and then deliver them to all the users of our app across the world without forcing them to redownload anything. What is the Cloud Content Delivery (CCD) tool? Improve on this configuration and demonstrate how to use Codemagic to automate the synchronization of assets with the game builds.Use a super-simple sample project as a reference to show how to configure a new Unity CCD setup from scratch.Give a quick overview of what Unity CCD is.If you’re already familiar with CCD and have a project ready, you can skip to the automation part! :) The goal of this service is to use the power of the net to easily deliver data to everyone in a synchronized way and still make it easy to properly re-assemble the outsourced assets with the code and 3D scenes once inside the game. In this post, we’ll be looking at one such solution - the Unity Cloud Content Delivery (CCD) tool. There are multiple ways to avoid this problem. Does that mean that each time you plan on updating your game to patch bugs or add some new content, you’ll have to force your customers to redownload the entire game from the stores, wasting gigabytes of traffic?įortunately, it doesn’t. While beginner projects are usually quite small, they quickly start to grow in size as they approach the production stage since high-quality assets tend to weigh a lot. Ensuring that all your users always get the latest experience as intended.ĭid you know you can set up an online bucket of data to make your Unity game updates a walk in the park? And by integrating CCD with Codemagic you can update your cloud content across all platforms and cloud environments at once, whenever you update your game and without error prone and tedious manual work. * values the content values, where the bucked id name and bucket display name are updated.TL DR: The Unity Cloud Content Delivery tool is a solution that helps deliver data to users in a synchronized way, which speeds up patching and enables live game updates. "album" to be the collection of images/videos which have the same valueĪnd here is the computeBucketValues() for reference: /** or video has the two columns (BUCKET_ID, MEDIA_TYPE). The "albums" are not explicitly recorded in the database, but each image name of that directory (see computeBucketValues() in MediaProvider for name of where an image or video is in. Anyway, I have found the answer from the source of Gallery 3D in form of comments: // BUCKET_DISPLAY_NAME is a string like "Camera" which is the directory Docs are vastly unclear on this and the above answer is a copy-paste from the docs.
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