Have some newbie questions regarding ios unity dev

Hi guys,

I’m hoping to create a ios game with a colleague using Unity but I’m a bit baffled by it’s licensing structure and development platforms. I hope this is the right forum to post in but if not, apologies and please feel free to move the thread to the correct one.

Here goes,

My colleague and I only have one mac between us. Can I (as an artist) create my assets on a pc and view them using the unity editor? Then simply hand them over to my programmer, who’ll be working on the mac? And if I can we the assets look correct in my Unity editor on the pc?

Regarding licensing costs, what exactly would I be looking at for my set up, which is myself creating artwork and my colleague on programming duties? Do we just pay $400 for the ios seat? And does this seat work with the free version of Unity or will we be required to purchase Unity pro?

Hope that lot makes sense. Sorry if it sounds stupid but you’ve got to start somewhere!

Any advice greatly appreciated.

You only need the single $400 as only one of you are publishing to and working with ios. Other than that you’re just making game with the free version of indie. If you were both needing to compile for the device then you would need one unique license each, but thats not happening so just buy one license and be done with it.

You only need one unity ios and you do not need to buy unity pro. I bought unity pro + ios pro because I can’t really live without the fabulous dark skin texture. Really.

Thanks very much for that man, much appreciated.

Hiya gizmo1990 – now that hippocoder covered Unity, are you good with the Apple side of the iOS build pipeline? (Xcode, Apple iOS Developer program, certs, provisioning profiles etc)

Hey BoredKoi,

I’m just about to purchase the iOS license, and would appreciate any tips you have on the iOS build pipeline.

Hey man,

My colleague has created some ios apps before but this will be our first shot at a Unity release. I’m not familiar with xcode myself, I’m just a dumb artist but any info you can go into on the pipeline side I’d be glad to hear!

Yep, back at you and @Meltdown…I’ll say that any prior iOS work is a huge benefit, and I can tell you from the days of iOS 2.x programming that Unity and Xcode have come a long way in removing tedious project tweaking on the Xcode side of things. I don’t have my dev MBP at hand, so what I’ll rattle off here is from memory…and feel free to hit me up directly if you want to take any of this outside the forum thread…but for now, here goes the shotgun response:

First stop and required reading: Unity - Manual: Getting started with iOS << lots of good info there, everything from optimizations to specific build questions to links on setting up the core cert / profile jazz you need from Apple. The only flaw I see so far there is that they note Terrains are not supported on iOS…which was a 3.4 release feature.

As far as personal experience goes, right now (and at the risk of horribly jinxing myself lol) I have zero build issues from Unity to Xcode to Device…just build the player and bam, up and running on my iPhone. Where things typically fall apart is on the Xcode side of the pipeline…your project compiles fine in Unity but fails to build / deploy in Xcode. First thing to remember is the wealth of knowledge here on the forums and in UnityAnswers. Example, search either for “Base SDK missing” :wink: …which brings me to my first tip: Unity version upgrades mid-project usually no problems…Xcode version updates mid-project not so much unless you’re managing multiple versions / using virtual environments etc. Case in point, here is a note straight off the 3.4 blog release:

The other typical build-stopper in Xcode will be expired provisioning profiles and/or identity certificates. Your choices there (on the Apple Developer portal) are to manage those objects yourself, or to have Xcode’s Organizer / shims interface with the portal and do it for you. I personally prefer the former, but my advice there would be to not mix the two. You should be aware of the Keychain app on the build machine, and understand how to check for valid certs there.

For more ‘involved’ problems, the troubleshooting page for iOS as referenced is here and has excellent pointers and also a basic guide on how to use the native Xcode tools in profiling your application. Ergo, next tip: learn how to use Xcode / Instruments directly with your project after Unity has built it. While Unity Pro has its own profiling built in, for iPhone Basic there is plenty of functionality in Instruments and watching the internal profiler’s output in the Xcode console that is critical to understanding where your bottlenecks are at runtime. AppController.mm is of note in the Xcode project, and is where you’ll find many lower-level flags along the lines of the profiler.

Other tips, in no particular order:

  1. Learn to watch the Console windows…in Unity as well as Xcode. A ‘big’ one that often can float by unnoticed in the Xcode console is applicationDidReceiveMemoryWarning…
  2. Debug.Log(“Test whatever”); statements, while useful for lightweight editor debugging, are framerate killers if you push that out to a device
  3. Read the Editor Log in Unity to understand how and what Unity is putting together to hand off to Xcode
  4. Don’t be afraid to give Xcode an enema if a working build suddenly starts tanking on you – Clean Project, and under the main toolbar menu, Empty Caches
  5. Try to avoid having to rename projects and AppID’s

Anyhow, I’m about off my lunch break and gotta get back to the regular grind. Good luck with everything, and hope some of this is useful!

There’s some great stuff in there. Thanks so much for taking the time to do it dude! :smile:

Thanks BoredKoi! Good info there, will use your forum post as the guinea pig for all my iOS evil build experiments :stuck_out_tongue:

Do I need a Mac in order to develop in Unity3D for the iPhone and the iPad?

I only owe a PC system running Windows, not any Mac with the Mac OS. Is it possible to install a virtual machine with the Snow Leopard and build for iOS based platforms?