Help with clarifying on how to Build and publish an IOS Game

Hello Everyone I need a help clarifying workflow on how to build an Ios Game that was made in windows version of Unity,

Now the question is ;

Can I Make a game for IPad/Iphone on WIndows version of Unity , then build a game for Ipad /Iphone in Unity installed on windows operating system.
And then move the produced file/build onto Mac just to publish it.

I am really confused because lots of people claim you cant build an IOS game on windows … which I know its not true
because UDK does it perfectly well… I am just not familiar with Unity workflow on this subject.
(this is the way you could go about in UDK , you only need Mac to publish it, not to build it).

Or do I actually have to create a whole game in Mac version of Unity??? (which would be so disappointing) :frowning:
-Or can I just get away with moving my finished Game(Folders) from windows platform onto Mac just to make a build?

I would appreciate reply from someone who actually works with Unity on Windows platform and has done this
before .

Also can anyone recommend a good tutorial on this subject .

Thank you so much in advance for your replies
Beri

  1. Do you game development on Windows.
  2. Do a Build to make the iOS version. This creates an Xcode project.
  3. Copy the Xcode project to a Mac.
  4. Use Xcode to make the build.
  5. Deploy to your iPad/iPhone/iPod Touch to do testing
  6. When you are finished, publish to the App Store.

The confusion is caused by there being two build steps, one Unity (windows or Mac) and one Xcode (Mac only).

1 Like

Thank you so much for this reply just what I needed to know :slight_smile: x

I just tried this for the first time, and when I open the xcode project on my Mac I get an interesting ‘Apple Mach-O Linker Error’:

directory not found for option ‘-L/Users/[username]/Desktop/[ProjectFolder]/LibrariesPlugins/iOS’

Any thoughts how to correct that?

Maybe get the latest version of xCode if it is not the latest.
Make sure your iOS Player settings are what you want them set too in unity as well.

Google this :
unity Apple Mach-O Linker Error

There are quiet a few links that may help.

Im using SOOMLA framework (for IAP) that requiers Google Play Services. I downloaded the Google Services SDK from the website, I configurer the bundle and the oauth2 client ID, I clicked on “Setup”, but when I try to build the project on xCode, it can find some Google dependencies… What should I do? Where should I place the Google SDK? Do I need to configure something on xCode or Unity?

Im using latest version of xCode and Unity 4.6.

Thanks. So it might be a bug-- I think I fall into this category: