Thank to Unity Staff for find a new way !!!
Plan B : Using C++
More performance and no conflict with the new terms of service from Apple.
News :
http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/
Thank to Unity Staff for find a new way !!!
Plan B : Using C++
More performance and no conflict with the new terms of service from Apple.
News :
http://blogs.unity3d.com/2010/07/02/unity-and-ios-4-0-update-iii/
more performance?
a very small bit perhaps cause on the iphone unity always compiled to native optimized arm code, not to jit or anything.
you get that small bit at the price of now playing catch me with null pointers etc and the beauty of “ref vs val datafields” …
discussable if we really get something, to me its more a “we lose a lot” cause once plan b is in place I’m pretty confident that apple won’t have a problem to stop approvind all mono based unity games …
the real benefit I see with it is that we get rid of 8mb filespace ram usage.
I have to assume that Unity is planning on making this a product feature that works outside the iPhone/iPad environment.
This seems to be the best reason to choose C++. This way on Windows/Macs/Web/Xbox/PS3 or whatever they people can use C++ as it is the lowest common denominator language.
This makes much more sense than passing up a better language like Objective-C on a platform where developers who do any native work are going to be doing it in Objective-C anyway.