Qt iOS On-demand resources
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Hey everyone!
I've also got this floating on StackOverflow.
I have found a way to build and include .xcassets files for on-demand loading of resources when deploying for iOS via Qt Creator.
My problem is that I don't know how to get the path to the .rcc file inside an Asset Catalog when it's loaded On-demand from Apple's servers.
My setup is currenty a
.rcc
file for every supported target resolution ranges - the filenames in eachrcc
is identical - and I determine at run-time which asset pack should be downloaded and loaded before game start (on Android and iOS).Now as I understand Apple's documentation - the only possible way I can ship a large game - is to use their On-Demand resource loading - where the assets will be hosted on Apple servers.
I have 50 MB of engine and obligatory base files and varying ~100-700 MB of image + sound assets for each asset pack for target resolutions.I have tried several paths to get there.
@Fenix-Voltres 's QtIosAndroidAppSplit
App thinning
iOS On-demand Resources
Access On-demand ResourcesBut I'm having trouble implementing these paths in Qt - as I see it I can't use
App Thinning
because my asset packs exceeds Apple's download limits for this pattern (carrier bandwith limits?)Any help is appreciated
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Hi,
QFileSelector might be a good starting point.