Here is this from the iOS getting started page:
Unity’s iOS and Desktop Targets
Differ Statically Typed JavaScript
Dynamic typing in JavaScript is always
turned off in Unity when targetting
iOS (this is equivalent to #pragma
strict getting added to all your
scripts automatically). Static typing
greatly improves performance, which is
especially important on iOS devices.
When you switch an existing Unity
project to the iOS target, you will
get compiler errors if you are using
dynamic typing. You can easily fix
these either by using explicitly
declared types for the variables that
are causing errors or taking advantage
of type inference. MP3 Instead of Ogg
Vorbis Audio Compression
For performance reasons, MP3
compression is favored on iOS devices.
If your project contains audio files
with Ogg Vorbis compression, they will
be re-compressed to MP3 during the
build. Consult the audio clip
documentation for more information on
using compressed audio on the iPhone.
PVRTC Instead of DXT Texture
Compression
Unity iOS does not support DXT
textures. Instead, PVRTC texture
compression is natively supported by
iPhone/iPad devices. Consult the
texture import settings documentation
to learn more about iOS texture
formats. Movie Playback
MovieTextures are not supported on
iOS. Instead, full-screen streaming
playback is provided via scripting
functions. To learn about the
supported file formats and scripting
API, consult the movie page in the
manual.
And from the android page:
How Unity Android Differs from Desktop
Unity Strongly Typed JavaScript
For performance reasons, dynamic
typing in JavaScript is always turned
off in Unity Android, as if #pragma
strict were applied automatically to
all scripts. This is important to know
if you start with a project originally
developed for the desktop platforms
since you may find you get unexpected
compile errors when switching to
Android; dynamic typing is the first
thing to investigate. These errors are
usually easy to fix if you make sure
all variables are explicitly typed or
use type inference on initialization.
ETC as Recommended Texture Compression
Although Unity Android does support
DXT/PVRTC/ATC textures, Unity will
decompress the textures into RGB(A)
format at runtime if those compression
methods are not supported by the
particular device in use. This could
have an impact on the GPU rendering
speed and it is recommended to use the
ETC format instead. ETC is the de
facto standard compression format on
Android, and should be supported on
all post 2.0 devices. However, ETC
does not support an alpha channel and
RGBA 16-bit will sometimes be the best
trade-off between size, quality and
rendering speed where alpha is
required.
It is also possible to create separate
android distribution archives (.apk)
for each of the DXT/PVRTC/ATC formats,
and let the Android Market’s filtering
system select the correct archives for
different devices (see Publishing
Builds for Android). Movie Playback
Movie textures are not supported on
Android, but a full-screen streaming
playback is provided via scripting
functions. To learn about supported
file formats and scripting API,
consult the movie page or the Android
supported media formats page.
Hope it helps!
Hi ,@coolguyxp I already read this in getting started with ios and android. I m new to scripting. I made one level in 3d platform, now i want it in android or ios. so i want to know that do i have to re-script all scripts ? thanx for replay.
– anon93451446Scripting-wise, the most important difference is that you can't use JavaScript's dynamic typing system on mobile. (On the other hand, you probably shouldn't be using it, either way.) You can simulate/force this by adding the following line to the top of any JavaScript files: #pragma strict
– rutteri recently just switched my project from pc to ios due to the marvellous free upgrade i was going to buy very soon haha, but all i noticed in switching mine was i had several errors come up in my script and they were only to change any varible not assigned as a varible and taking all the components out of ("") apart from the best part of an hour sorting my scripts very easy, cant say for android.
– reptilebeatsThose are pretty common changes, yeah. It's really mostly stuff you're better off doing to begin with, even if it does make things slightly harder to work with. Unless you're doing something "fancy", most of your code should be pretty much the same between Android or iOS.
– rutter