Editor "Active Profiler" not working with iOS devices

I’ve got the 30 day trial of Unity Pro 3.4 (my company is evaluating Unity), an iPod Touch running iOS 4.3.3 and an iPad 1 running iOS 4.3.2. I setup my Mac Mini so it is connecting to my local Wifi router; this is its only network. I know it’s working because I can access the internet. I setup my iOS devices to connect to the same router.

Then in Build Settings I checked Development Build and Autoconnect Profiler (and I tried checking Symlink Unity Libraries, didn’t help). I “Build and Run”, the build is burnt to my iOS device and the game runs. Then in the Unity editor I choose “Window->Profiler”, the window pops up but nothing happens. The “Active Profiler” dropdown only shows “Editor”.

Does anybody know what I’m doing wrong? Any hints or ideas?

Is the unity remote working? If it also does not, then there is something wrong with the setup of the router.

Yes, I just downloaded and tried the Unity Remote, it works fine. But the profiler shows no sign of working.

This has never worked on iOS that I’ve ever heard of. There’s one or two other threads (at least) floating around about this not working on iOS.

It has always worked on iOS.
I’ve been using it for a long time and also during the 3.4 beta and now on a daily basis

But the delta from me to many others likely is that I have a Wifi router to which my device connects, I do not use the adhoc connection from mac ↔ device

I feel its not very responsive at all. Is this more responsive over wifi then?

No problem at all, I can run the stuff in realtime with the profiler attached (same holds also for the input from remote)

~ Re: Unity Profiling ~

@Anyone who has successfully used the Unity profiler with a physical mobile device:

Can you post the details about your setup and your experience
with running Unity’s integrated profiler (i.e. the Unity tool that provides real-time stats on Unity calls, not the iOS or Android internal profilers) attached to a physical device? I’m starting to get the feeling that people aren’t using the profiler to test their games on real devices, given how little I can find in the Unity documentation and forums or on the web in general. In particular, dreamora is the only person I have heard of who has successfully attached the Unity profiler to a real device running a game (and then, only on iPhone not Android). It is also suspicious to me that the Android remote tool for Unity 3.4 which I downloaded form the marketplace requires a cable to connect to the Unity IDE and doesn’t seem to have a wireless option; I see this as a red flag that wireless profiling by attaching the Unity profiler to an Android device may be impossible (please correct me someone if I’m wrong).

I would like to know your experiences (good or bad) with this tool, and assuming you have been able to profile a device, specifically I would like to know:

  1. Did you connect to and Android or iOS?
  2. What device and API version (i.e. Nexus S1 AndroidAPI=2.3.7 Kernel=2.6.35.14 running Cyanogen MOD 7.10)
  3. What type of computer are you using (Windows or Mac, and OS)?
  4. What is the nature of the connection you were able to make between your computer and the device?
    4.1) Wired or wireless?
    4.2) If wireless, ad-hoc from computer to device, tethering from device to computer, or both connected to the same WLAN router?
    4.3) If wireless, what is the setup (DHCP, Static IP, ttl=4, etc?)
  5. What are the Unity build settings (i.e. Development Build checked/unchecked, Autoconnect Profiler checked/unchecked, etc?)
  6. What were the specific steps you took to connect to the device? (i.e. Build and run on device, then restart Unity twice, then offer up a prayer to the gods by sacrificing a Symbian phone, then connect via the Active Profiler pull-down, etc.).

Thanks! Let’s get to the bottom of this together, I will repost any information this community can provide me with on other forums too.

-Arun

Well, I am going to partially answer my own questions here: By following these steps I was able to connect to and profile my Android Nexus running the Cyanogen Mod (7.1) using my MacBook pro (running 10.6.8 “Snow Leopard”) on both Unity 3.4.1 and 3.4.2:

1 ) Create a WiFi Hotspot using Internet sharing on your Mac. Use the “Share your connection from: Ethernet” and “To computers using AirPort (AirMac)” options. I did not password protect my network.
2) Connect to this the WiFi network on your Android.
3) Quit Unity.app (if you already launched it).
4) Disable the Ethernet interface under System Preferences → Network (select ‘Off’ from the Configure IPv4 pull-down menu)
5) Launch Unity.app
6) Enable Ethernet interface under System Preferences → Network (select ‘Using DHCP’ from the Configure IPv4 pull-down menu)

Now Your Android should be in the list of the Profiler window. Of course, you will need to launch a Unity application that was built with the ‘Development Build’ and ‘Autoconnect Profiler’ checkboxes selected under Build Settings (that’s what I did at least).

Happy Hunting!

-Arun

I used similar steps to arun to connect: ipad 1, ios 5.0, snow leopard. unity 3.4.2f2. However it works fine with a password on my shared connection and for steps 4 and 6 I just unplug/replug the ethernet cable.