AppStore generel question ( iPad device support problem )

Hi
My application have been rejected by Apple because iPad version of my application was not work properly . The problem was I not even design my application to work on iPad so I can not even test my application on iPad device.
Only thing that I was do is that I in Unity Edit->Project Settings->Player I chose iPad/iPhone version, I was thing that this can not be a problem, I’m I correct ?
So is it possible to submit application to AppStore that works only on iPhone devices ? For now I do not wish to deploy my application to iPad devices, do I have that choice, or I need to force and reprogram my application that work on iPad devices ?
Thanks

if you select ipad/iphone you MUST design it for ipad and iphone, there is no option to only focus on iphone then.
if you want to focus on iphone only, set it to be an iphone project only. in this case the ipad requirements won’t be enforced.

So to answer your question: yes its possible to submit iphone only and recommended / required if you don’t design it for ipad at all

dreamora thanks for help.

I read Apple new TOS with more precision this time :slight_smile: , and I see that Apple enforce iPhone/ iPad and iPhone 4 compatible application.
So I’m a little bit scared to upload new version without iPad support :frowning:
So only solution that I have now in minds was :

  1. I will set up GUI textures for ( 480x320 for iPhone3G,2G,iPod touch 2nd generation , 1024x768 for iPad and 960x640 for iPhone 4 ) different devices resolutions. Tomorrow I will get iPhone 4 , so now I will be in position to test application on iPhone 4 device, my older version of the application I only tested on iPhone 3G. And for iPad I will test only in Unity , and hope that this time all things work well :slight_smile:

  2. I will restup all my assets that use screen dimensions , for example touch controller , and I will be apritiate if you can give me any solution for this, to how properly setup touch controller for different screen resolution.

  3. And I will improve some things in current version that I plan improve in update, and I will collect some expirience for my further projects, so how Mao Zedong says :" kick in the ass is also step forward " :slight_smile:

Thanks

They must not support the native resolution of the ipad if they are iphone applications.
the only “ipad” support you must offer are the icons, not even splash as your game will as iphone only game run in 2x mode

The iphone 4 on the other side is a different thing but for that just use standard resolution then the autoscaling will take care of it and you don’t need 2 sets of assets. thats kind of normal, cause the high res editions of the games are sold at $3 or so instead of $1 and have the HD name part.

opting for iphone 4 res is as hard as for ipad cause the iphone4 has the same gpu as the 3GS, making the iphone4 suffer as badly from the fillrate problems as ipad (not exactly as bad, the hit is only 80% as bad as on the ipad basically - but raised by the 20% slower cpu)

Another thanks dreamora !
I read Apple guidelines and I find this what you say :

in section 2.10 it’ says
iPhone apps must also run on iPad without modification, at iPhone resolution, and at 2X iPhone 3GS resolution

But how can I assign the GUI elements to 2x the resolution ?

you don’t need to do anything to have it run in automatic 2x mode, it will just work as the device will virtually scale your whole application up.
that holds for ipad 2x mode through the button and the 4th gen iphone / itouch automatisms that do the same.

you only need to do something if you want to support these devices native hd resolution in which case you will need multiple logics to calculate the rects to use

A thousand times thank you dreamora !
I will now compile my application as iPhone only , and include iPad icons as you say.
Yesterday I was install new Unity 3 and I recompile my old project with Unity 3 ( I only need change some minor errors ) and I was amazed with Unity 3 performance , it’s seams that application now runs faster on the device :slight_smile:

PS.
I only don’t understand why Apple force iPad screenshots when I submit my application ?

I rebuild my project in Unity 3, and I test it on iPhone 4 and iPhone 3G , and for now every thing works well, but I have few more questions :

  1. I set up in my player settings in Unity Icon I check override for iPhone and at the bottom I check prerendered icon , and I add three different sizes of icon ( for 57x57, 72x72 and 114x114 ). Now in XCode I see two Icons, one is 57x57 and the other is 114x114. Is this correct and proper ?
  2. In other settings I add : Target device - iPhone Only, Target platform - arm6/arm7 and Target resoultion - Standard ( midium or low res ), I even check in XCode is it iPhone and it is.

Is this correct setup for AppStore submit or I missed something ?

Dreamora, I don’t know if I can agree to this. When (in Unity3), I play my app in iPhone (480x320) mode in the simulator and it looks fine.

But if I play in the iPhone4 Simulator, it doesn’t double up at all, and in particular, GUITexture buttons are all out of whack. I’m not sure if this is a simulator issue or not, as I don’t have an iPhone 4 /iPod Retina to test on. I have set my Target Resolution at “HD” in player settings, iPhone only, wtih the Game screen at iPhone 4G wide. Odd thing to, is that in the game screen all mesh/textures double up as expected (but not GUITextures), but when I build it to the simulator, they’re NOT doubled up and the whole app looks like a mess. (My app is 2D, sprite texture based using SM2)

Your thoughts on this? Cheers.

The 2x mode is an iPad thing.

With U3 you must specify the resolution to have it run in high resolution etc. See the documentation on the player settings

Don’t use the simulator, apparently it doesn’t work properly with Unity apps. I’ve never even tried based on the advice.

GUITextures keep their pixel size, so appear half-size on a retina display. Change the dimensions in code. Here is how I do it in function Awake:

if (Screen.width > 500)
		guiTexture.pixelInset = Rect (-50, -50, 100, 100);

Numbers are double what they are in the Inspector to allow for double the resolution.

Thanks guys. I’ll give this a shot Moon.

It seems the only way I’ll be able to effectively test for iPhone4 is to buy an iPod with Retina display :frowning: I’m making a standalone iPad version of my App (with added features and upscaled Sprites for HD quality)… is the iPad simulator just as unreliable? Can’t afford to buy and iPad too! :rage:

Hi Dreamora… i actually did have my resolution set to High.

The ipad simulator nicely put is useless. its that slow that you get no impression on anything.

But at least its clear if stuff is working cause there is no upscale. either its native ipad or no ipad at all (and in this case requires the old 480x320 resolution), it does not do automagic like the 4th gen devices.

But you should definitely not do any development for it without a device or dedicated tester unless you are looking for 1 star ratings and rejections which you will get.
also don’t do an explicit ipad version if it does not differ considerably or it will also get rejected (just visual upgrade is not enough for it as the upgraded visuals are equal between 4th gen devices and ipads normally)

Yes, our iPad version has additional game to it along with the upgrade of art. I would consider doing an iphone/ipad all in one version, however, because our app is ‘all about the art’, it would be aweful having it only upscaled on the ipad.

Do you know if Apple have a “Percentage Difference” test between iphone and ipad games? (Like Sony does between it’s consoles). And I thought that Flight Control was the same game on iphone/ipad except for the HD resolution for pad?

Time to break the piggy bank in the cupboard to see if i can buy more devices!