Drop support for iPad 1?

I want to know whether it is now safe to completely ignore iPad1 specs and target iPad2 as the entry level. A year ago people here were discussing this and saying that only 4% of downloaders have an iPad1. Obviously that percentage must be lower now.

Are there technical or Apple requirements that an app has to support iPad 1 now? Or workarounds to ensure they don’t reject an app if it totally bombs on iPad 1 (e.g. not enough ram, horrible performance?).

Now that iOS 7 is out, my iPod touch 4th gen is obsolete, as is the iPad1, in terms of o/s support.

What’s the best approach here? I want to target iPad 2 if possible for performance/memory reasons.

Just say that your app requires a camera (even if it doesn’t) and it won’t be available for iPad1 users. :wink:

And if it doesn’t, won’t Apple notice that and penalize?

I doubt it - but that’s really a question for Apple. Add a webcam texture as a background to your credits screen if you’re worried.

Just target your app for iOS6+ and you’re fine: iPad 1 runs on iOS5. :wink:

I’m new to this, is that something you set up when you build/submit your app to Apple, like you say this app requires ios 6 or something, and pow?

It’s in PlayerSettingsIOther Settings.

Unity stats is very useful keeping track of current device usage… iPad 1 seems to have around 1.7% share now…

http://stats.unity3d.com/mobile/device-ios.html

Interesting, thanks for that.

Both my games are submitted with a gyro as a requirement. But neither of them use it.

Never had any issues getting them into the store.

However in my code I did do a Gyro.enabled = true; Gryo.enabled = false; in one of my classes just in case Apple scanned your app to even see if it made a gyro call. I don’t know if that was necessary, I just did it…