Convince me that Unity iphone development is the way to go?

Hi,
Im currently trying out Unity iphone pro and just trying some basic scenes with screen textures. Only now I’m getting SIGABRT on my app whilst trying to run on a connected iphone. Even tried retstarting from scratch/removing using Xcode oragniser etc. No joy.

My questions are to all you iPhone developers out there:

  1. As Unity creates an XCODE project - is it possible to debug this so as not to get SIGABRT etc?

  2. For casual games (ie simple GUI screens, sprites, physics etc) would I not be better doing this in Obj C + open GL ES and sticking to XCODE?

  3. At the moment, I can’t see the point of buying Unity for iPhone. But then is the iPhone hardware to blame here (e.g. like the mainframe core dumps - impossible to debug)?

I’ve used alot of engines before (Torque, UDK) and this translation seems, well difficult!

tony

Can’t help you with the errors (make sure you don’t run out of memory and you don’t have any null reference exceptions), but I personally love Unity, and I only do 2D games these days. I love the whole workflow, and I love C#, so it’s a perfect match for me. Sure there are difficulties, but you’ll probably get that with any environment.

Good luck!

Thanks for the reply.

I’ll stick with it and parallel develop using XCode to make my final choice.

I did wonder if my problem here was the reuse of an existing application id (with a new project). Do you really have to apply to Apple for every new project you deploy?

Frankly, if you already know Objective C, Open GL, and XCODE, there isn’t much benefit to using Unity, unless you want to do 3D games and/or wish to release to multiple platforms.