Developing for Windows but Using Mac?

I’m making a game targeted to PC, MAC, IOS Android.

But decided to take the effort one by one starting from PC then optimise the game for MAC and so on.

However, I’m a MAC user.

I don’t have problem installing Unity on Bootcamp running Windows 8.
But my question is, is it necessary for me to do it?
Or using MAC for making Windows game will work just fine even though it sounded ironic.

The reason is, I wrote my game design notes, and other related documents using Pages, iBooks, etc. All Apple ecosystem.
So I was kinda want to stick with this workflow and tools.

It’s all in the build settings, you develop it on Mac and build a port to Windows… Just be aware you can’t use Direct X (Or D3D to be precise).

As for the documentation? Just copy and paste it into a word doc using some open office type piece of software.

The only thing you need Windows for is if you want to do WP8/Windows Store publishing. Normal Windows builds can be published from a Mac.

–Eric

I’ve download Unity in Windows.
It feels “faster” when in Windows.
But my project in Mac, I simply copy the whole folder into Windows partition and open it.
Run well in GAME viewer but when I try to compile, it doesn’t work because of script error the console said.

Ah well, I guess still to far to worry that yet.

So what’s the error?

Anyway, you shouldn’t have to do the build from Windows. Select Windows as the target when you make a build from a Mac, and it’ll output a Windows executable and a blah_Data folder.

The error is because of some script trying to use something doesn’t exist in Windows.
So, I’ll stick with developing on Mac for Windows for now.

Are you trying to use something that doesn’t exist in Windows during runtime? If so you will still get that error in the build on windows.

Yeah, that’s what happens.
Well, I’ll just keep going on the development first.
Debugging is LATER.