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Known Participant
February 9, 2017
Question

Load .ipa assets on other ipa

  • February 9, 2017
  • 1 reply
  • 783 views

Hello!

I need to make an app in air for ios that loads external content (swf's with no code), and what i found on the internet as the best sollution was compiling that content in one another ipa, to be loaded in the main ipa.

First of all, do you agree with that solution? Notice that the external content can't be hosted online.

As this link​ says, the compiling process creates a folder named "externalStrippedSwfs" where all swf's are.

But, in my case, nothing was created (unless the ipa).

How can i load my content, from the .ipa?

Thank you very much!

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1 reply

Colin Holgate
Inspiring
February 9, 2017

I hadn't heard about loading one IPA inside another, and I doubt that it would work.

The normal workflow for codeless external swfs is to do the ADT compiling that produces the codeless swfs, put those on a server somewhere, and then edit a manifest file to say where that server is located.

I have never found time to see if those files could be loaded at a local URL. That is, they would be included files inside the one and only IPA. I think that it ought to work.

Not sure where your compiling problem is happening. Your link is not working here, try this:

External hosting of secondary SWFs for AIR apps on iOS

You can only go over it again and see if you're following the steps exactly.

Known Participant
February 10, 2017

I hadn't heard about loading one IPA inside another, and I doubt that it would work.

Well, so, what is your suggestion to load external swf's without hosting them on the web? How do i host them, locally, without compiling them in the main .ipa?

My problem is that my assets have to be hosted locally, but have to be external to the app.

That's so easy, in air for Android....

Thank you very much!

Colin Holgate
Inspiring
February 10, 2017

What is the reason you need the SWFs to be external? If you're just using Loader to load in a new mini game or scene, so that the external games are not in RAM from the start, you could use SWCs instead.

You would take a mini game and in Publishing Settings check the SWC box. Then when you publish you have a SWC version of that mini game, which you add into the main FLA in the ActionScript settings panel (same place you add ANEs and other SWCs).

Each game would have its own document class, and in the main FLA when you want to show a particular game you would just do:

var mc:MovieClip = new Game1() as MovieClip;

addChild(mc);

'Game1' would match the game's document class name. It ought to work as well as a Loader would, and doesn't involve any messy compiling stages.