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[ASSET STORE] P.A.T.C.H. - Ultimate Patching System

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Hello everyone,
finally my solution for games and applications patching/updating was accepted on the Asset Store.
As usual, I would so much like to receive suggestions on what to change, add or delete.
In addition, if any of you decide to buy it, I'd like to receive feedback on your experience! I want to improve this software to meet the needs of the user base that will use it!

 

Let's introduce P.A.T.C.H.!

 

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P.A.T.C.H. is a professional solution for applications patching and updating. It can generate very small patches thanks to included file binary diffing algorithm. 
What it means? It means that if you change only 5 bytes in your build, P.A.T.C.H. will create a patch that will change only that 5 bytes on users' builds, instead of downloading the entire edited file.
Your users will be able to maintain updated their application copies with no pain or headaches.
And you will be able to create patches quickly with our included tool!

P.A.T.C.H. supports each type of application: Unity based or standalone.

Features:
- Binary diffing algorithm
- Very small patches
- Bandwidth saving
- Checking for patches hash
- Strong patches ZIP compression
- A lot of raised event to hook to monitor what P.A.T.C.H. is doing
- Encrypted configs
- Customizable settings
- Very flexible
- Comes with launcher source code
- If download fails, it will take care to download again failed patch for customizable attempts amount
- Launching argument to avoid obsolete clients

 

 

Best regards,

Emanuele

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P.A.T.C.H. v1.1 is out!

 

Changelogs:

- FIX: patching process run now on a new thread 

- FIX: delete file process now retry to delete files for a customizable amount (to avoid deadlocks on file deleting) 

- FIX: PatchFailed event now doesn't shutdown the patching thread before GUI updating 

- Added core version reminder and launcher version reminder to Launcher 

- Added core version reminder and patches builder version reminder to Patches Builder 

- Added patch rollback feature: if patch process fails all changes will be discarded to avoid a build corruption 

- Added generation of patch files indexer in patch building process 

- Added hash validation for patched files

 

Let me know! :D

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Here we are with a new P.A.T.C.H. update! New version, 1.2p1: https://www.assetstore.unity3d.com/en/#!/content/41417

 

Changelogs:

• Added a new event to check when current build version changes
• API: PatchManager class now exposes GetCurrentVersion method
• Added a reminder of current build version in Launcher
• Patching process now will apply ever the latest patch available, so if you have 0.1>0.2 and 0.1>0.3, P.A.T.C.H. will apply 0.1>0.3 patch, skipping 0.1>0.2
• FIX: Version constructor now strips correctly “\r” char from remote hashes
• Added some new LogEvents to describe better what is happening during long processing
• Added new in-game GUI that informs your users when checking of launching arguments fails
• Added forced run-to-admin behaviour to Launcher and Patches Builder for Windows
• FIX: now Launcher will apply patches in linear way and non-linear way both, without Launcher
restarting
• FIX: added a “s” char in versions.txt example URL, in this way users can't be wrong
• Added support for FTP credentials to download files over Files Transfer Protocol.

 

Let me know! 
I like your advices to improve usability and user experience, so don't be shy!

 

Best regards,

Emanuele

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