Using 2D Toolkit version 2.5.4 and Unity 5.0.3f2.
Target platform is WebGL.
I have platform support enabled and would like to be able to detect the available RAM the user has to determine which level of quality to load (1x, 2x, 4x). Unity 5 now includes variant support; is this compatible with 2D Toolkit's platform support in any way? If so, how should I set this up?
I've been working on a project that previously had platform-specific Asset Bundles working in Unity 4.6. This was was done by updating tk2dSystem.LoadResourceByGUIDImpl<T> so that it loaded the resource from an AssetBundleManager instead of Resources. There were a few other changes I had to make, but essentially when Rebuild Indexes was called, I would have another script create reference files in json format that mapped things like asset GUI to resource name, asset path to GUID, etc. Once this was complete, the script built the asset bundles accordingly.
Since upgrading to Unity 5, the Asset Bundle pipeline has changed resulting the requirement of having to re-write the Asset Bundle Manager. Where I'm stuck is I can assign each of the tk2dSpriteCollections to various asset bundles, and I have a list of the bundles I need to load for any given scene so I can ensure that the bundle is available before the scene is loaded. But versioned assets load the appropriate Sprite Collection by first loading a tk2dResource files that points to that object. I assume that these files need to be included in the Asset Bundles as well, but before I started manually trying to figure out which of these files need to be assigned to which bundles, I thought I'd check here to make sure I haven't missed some far more simple solution.