Hi everyone,
Is it possible to develop a game on Unity Windows version, and copy over my files to a Mac to deploy to a iOS platform?
Thanks!
Hi everyone,
Is it possible to develop a game on Unity Windows version, and copy over my files to a Mac to deploy to a iOS platform?
Thanks!
Sure.
Is it possible to develop a game on Virtual Boy, and deploy for Kinect?
Thanks for the answers. But does the license I purchase for deploying to iOS have to be “applied” to my windows software… or on the mac version? Dunno if this makes sense to you… Sorry but Im not sure if the lincense can be applied to a particular version of the software or to my unity account.
The only point of this is that I have the tools I need on my PC, and I would only use the Mac to deploy only.
thanks.
I am not sure if he is joking or being rude. Personally I am tired of seeing people reply with such indirect or nonconstructive posts. What was the purpose of this post? Because it doesn’t seem to clearly answer the question at hand.
You may want to head over to the contact page on the main Unity site and send an email to the developers to get the most concrete answer.
Thanks!
No, you don’t. If Unity Remote for Unity Android had already been released, then perhaps you’d have had a viable reason to create this thread (except for the fact that your question has been answered several times on the Unity sites).
Both!
It’s stupid to develop an iOS app without testing how it behaves on an iOS device. Pardon me for not appreciating shovelware. Develop a good app, constantly testing using the control scheme that will be used in the finished product, or don’t make the app to begin with.
Now that was the kind of answer I always hope to see on these forums. Informative and too the point instead of vague and mocking.
This is the information that under-informed users need to know. I don’t use iOS but the way I understand Unity is that it would theoretically be possible to develop a game on Windows and deploy on all platforms. Of course when developing it you would need to constantly test it, but if I were making a game for Android, iOS and Windows with the only difference being controls, I would have had the same train of thought to develop once on my most familiar system and then port and test each variant on their target platform. Which probably isn’t the best idea anyway… good thing I am only shooting for Windows and Mac desktop platforms for my project with Windows being my main target as I don’t own a Mac to test it on.
Anyway, I feel that the real reasons as to why not go that route have been properly explained, so he should have a good answer now.
Thank you for fully explaining your point of view Jessy.
If they had been released, and the original poster knew that and why it is relevant, then it would not be a valid reason for creating the thread. Since asking questions to which you already know the answer is wasting everyone’s time.
If on the other hand they do not know these things but want to find out, then that is a pretty good reason for asking, in my opinion.
Seems to me that’s a big part of why we have discussion forums.
We have developed iOS games where some of the team was working on Windows. It makes more sense for artists, since programmers will want to work more closely with the remote and deployed games. It also only makes sense for projects that are easily playable with the keyboard (ie multi-touch/gestural stuff is going to be a pain).
As long as you understand the limitations of the iOS graphics hardware reasonably well, there’s no reason you can’t assemble your world/graphics/UI and a large part of your functionality on a Windows box. Just use keyboard inputs until you have most of it put together, then copy your project (or share the folder it’s in) to a Mac and work on finalizing the control inputs for touch and tilts, and optimizing it to run smoothly on the hardware. It’s convenient to be on a Mac to iteratively load up the program and control it with the remote, but it’s certainly not “essential”.
All I’ll say in regards to Jessy’s post, is that I generally avoid posting in threads he’s in, for a reason. Just my observation, given my limited time on this site.
That makes sense. I post more frequently on UnityAnswers these days, and mostly come around here for topics where no one can provide information that can be easily seen as factually helpful; i.e. opinionated discussions. There have been a few cases in the past few weeks where I was just offended by what I was seeing here, and said my piece.
I don’t disagree with Matthew, but he’s not talking about what the OP said, as far as I can tell; it sounds like the OP would rather offload the project to somebody else with a Mac and a Unity iOS license.
Redbeer, what you’re suggesting is a big reason for why there are so many bad games on iOS. The games you can make, using the paradigm you mentioned, are not going to be able to be iteratively tested. I’m of the belief that only garbage can result, but I’d love for you to show me an example of where it worked, to open my mind (Quaid).
To be clear, this is not a PC/Mac issue. I also feel the same way about iPhone/iPod touch apps being ported to iPad. I see enough other people posting (here and elsewhere, like Kotaku) about their unhappiness with developers not making good use of platforms, that I don’t feel that what I’m expressing is an uncommon sentiment.
If you can use unity you can probably figure out how to install OSX on your windows PC and develop for IOS. It really isn’t that hard, even on hardware that you would think was incompatible like AMD CPU’s and video cards not available for the mac. Might take you a weekend to get a stable system with extensive hardware support and it worked best if you have a separate spare HD from your windows boot drive.
Is there a legal way that Apple would be ok with? Short answer would be no.
Art is art, code is code. As long as you aren’t exceeding the performance requirements (polygon count, texture size, shader model, etc.) of the iOS device, it shouldn’t matter where/how you assemble the pieces. In fact isn’t that the mantra of Unity itself?
I also fail to believe that this is a “major” factor (and certainly not the sole factor) contributing to low quality games. Low quality just means “failure to do the due diligence of testing on a Mac with the remote and the iOS hardware” and/or just making crap in general.
But, whatever. Your post is exactly the reason I don’t post in threads you’re in. My opinion, of your opinion, is that you are so concretely set in what you think is the “right way” to do something, that there really isn’t much room for conversation, and I’d generally say that this sometimes defies even the most logical of counterarguments. I have no desire to yet again watch you draw “broad conclusions” from small amounts of, at best, tangentially related information, just to argue your non-flexible opinion in the most belligerent way possible.
I never considered it was a Mac/PC issue. Honestly I own both and could care less, it’s just more convenient for me to work on PC sometimes, so I use both. The way I work involves understanding and planning ahead, not trial and error, so it’s not an issue for me. I generally know how the scripts will work and how the controls will transfer over already, so I don’t need to constantly run the remote to “test” something. We’ll see if it results in “garbage in garbage out” when I’m finished with my project.
This is my last post on the subject, as I have no desire to get into a pissing contest over something so trivial, and this is exactly why I avoid responding to threads you’re in. In fact I can’t remember a single post I’ve read of yours that didn’t cause me to “groan” inside, even on the most innocuous of topics, simply because of how “sure” you are of what you think you know as fact, and how insulting you often are in expressing it, (I’m sure you consider this to be your “direct style”).
Sorry, that’s just my impression, and I’d prefer not to deal with it, but it’s hard to avoid with your 4970 posts and counting.
If possible, always make sure that its optimized enough to run on iOS
“Develop once, deploy anywhere” makes sense from a marketing standpoint. I don’t think it makes sense from an experiential quality standpoint.
Not anymore! (see attached)
I would like to see your project when it’s done, though. Having your expectations shattered, when the expectations lead to a less pleasant life experience (in this case expecting that a game on the App Store is going to make poor use of the hardware features, due to the hope of making the game easier to port/sell), sounds like a good thing to me.
Thanks again for the info. I do not have a Mac computer at the moment but I could consider investing in one in the near future. From what I’ve seen it would still workout cheaper than develping for android anyway… → 3000 USD for unity license plus android platform.
I’ve been told by support there will be an Android Basic version coming out. Does anyone have anymore info on that? Thank you.