As I am mostly unfamiliar with Unity on iPhone, how easy is it really to develop once and deploy everywhere?
I would like to hear people’s experiences with deploying on PC / Mac and Mobile platforms for the same game.
I highly doubt that the game will port “straight-across” as I think the physics will be too intense for mobile. People keep telling me that the latest iOS platforms are pretty powerful, but I have severe doubts.
This idea is a bit nebulous I know as there are a million things to consider, but let’s just consider a couple situations.
If the game was a simple 2D puzzle like bejeweled, I could see it porting everywhere much easier than if we’re talking Worms 4 Mayhem (the 3D version).
Any advice or any other considerations would be greatly appreciated!
Also there are a number of other issues that mobile platforms have as opposed to pc/mac. Textures on iPhone have to be max 1024x1024 for the older 3G and earlier devices, 2048x2o48 for the newer iOS. On mac and PC I believe that 4096x24096 will cover pretty much all the cards you will run into.
It’s not good practice to use Instantiate on mobile platforms, you can use it everywhere on PC/Mac, same goes for particles. I’d pour over the iPhone development faq threads, to see what the differences really are.
That being said, I use straight up unity to tes my ideas before I try and go to the iPhone, just to see how things will work, plus I can post it to the web and let some friends take a look.
Thanks for that. That’s what I’ve been seeing in general is that there are certain limitations and different considerations in how to approach things like GUI. I’ll keep scouring the forums.
Just FYI, most Intel integrated chips only do 2048x2048 (the more recent ones might do more), discrete graphics card up until the X800 also were limited to 2048x2048, so unless you want your textures to be scaled down on older computers or ones using integrated chips, it’s best to stick to 2048x2048 max.
As far as porting goes, it’s a lot easier if you start for mobile devices and port to the desktop, rather than the other way.