Hat man als Entwickler seine App für iOS oder OS X in einem von Apples App Stores eingestellt, steht sie rund um die Uhr weltweit zum Verkauf. Wer wo wie oft und wann das Programm gekauft hat und ob Apple den richtigen Betrag überwiesen hat, erfährt man aber nur aus den unübersichtlichen Reports aus Cupertino. Spezielle Programme automatisieren die Auswertung.
The Unity game engine offers several ways of reading text data, but the usage depends on what you need and where the game is running. In this post I discuss some of the issues, and include C# code for the two methods used by Pawns.
he WWW class supports the file:// protocol on Unity iPhone. Here is what you have to do :
- Package your assets into bundles using editor scripts (the example project should help you : http://unity3d.com/support/resources...s/assetbundles . It's for Unity (not iPhone) but it works the same way)
- Put your asset bundles into the iPhoneStreamingAssets folder : the will be copied in the .app in the Data/Raw folder !
- Get the proper file:// link to load the asset. I use this :
Code:
public static string GetAssetBundleBasePath () {
if (Application.isEditor) {
return "file://" + Application.dataPath + "/../iPhoneStreamingAssets/";
} else {
return "file://" + Application.dataPath + "/Raw/";
}
}
So you've got 'the next best thing', that killer game that will no doubt rock the socks off the App Store and make you an instant millionaire. Mhmm. Before you