[ASK] Appstore development tips for beginner, porting from android

Hello, like the title ask, i want to know about unity to APPStore IOS.
so basically, i need a mac first right?

but good performance mac is really expensive, while i already have high performance laptop for work at.
so, what is MAC ‘role’ on this IOS development? is it only for simply just to publish app to the appstore without needing much graphic/processor/RAM performance?

so can i just keep making the unity game using my laptop, first test it using android device (if working in android, it should be working in IOS isn’t?), then export to IOS development build, then copy the data to any random low quality MAC that i’ll bought for finishing publishing?

and i don’t think i can bought the iphone or the ipad too, maybe i’ll use emulator instead for the testing…

thank you for your kind answer :slight_smile:

Yes, a Mac running OSX is a requirement for iOS development. The reason you need that is because a Mac only program called Xcode is required to build, submit, etc games for iOS. Unity will automate a lot of the work for you, but you’ll still probably need to poke around in XCode, at least for submission. Note that iOS submission has a review step and your app can get rejected (unlike Play which pretty much always accepts).

Doing iOS development without at least one test device is crazy. The simulator is useful, but it is very imperfect. Simulator performance doesn’t relate at all to device performance, and there are things that work on device but not in simulator (and vice versa). If you really need something cheap, buy an iPod 4 or 5 from eBay.

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You need a Mac that can run a recent version of OS X, basically any Mac in the last 7 or 8 years. A Mac Mini holds it’s value well, so you will be able to get a lot of your money back, even if you buy brand new.

An iPod touch 4th generation can be bought very cheaply second hand. I have seen them going for as little as £30 second hand (about $50). It really will help. They are a really useful device because they are one of the slowest iOS machines you can develop for, and the smallest screen size. So anything that works on that, should be fine on most iOS devices.

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