How to limit which device it deploys to?

Was reading this thread, and got to thinking. Is there a way for Unity to limit which devices can accept my app (iOS or Android)? The Arm setting is pretty limited, and the target OS doesn’t help much (ex. read a forum comment yesterday of someone running iOS 6 on 3GS). I’d like to drop the need to support 3GS, but not sure how…

Gigi.

Not entirely sure what you mean. Do you mean limiting via Unity or at the store levels?

I have no clue about iOS, but in your Android Manifest, you can specify what the lowest version possible is. There should be some other lines of code to drop in your manifest, if you search google and are looking for certain aspects to restrict. In the play store I believe you can limit who gets it to an extent. Just don’t think it’s as open without going through your manifest file.

http://docs.unity3d.com/Documentation/ScriptReference/iPhoneGeneration.html

This how you detect the different iOS devices, however the 3GS is still officially supported by the app store so apple will not aprove an app that does not support the 3GS.

Frowny face I was afraid of that. I had hoped that iOS 6.0 might be a workaround for 3GS…

Gigi.

Nop, only think that leaves out is the first gen iPad. 3Gs still runs the latest version of iOS.

to be fair, if your game runs on the iPhone 4 it should run on the 3Gs, the 4 was a rather poor update with much higher resolution. In many cases you will find your game should run faster on a 3Gs than an iPhone 4, due to the 4 having to run at a higher resolution but having about the same GPU.

If you really feel you want to leave the 3Gs out, though, you can always add some form of front-facing camera support. Implement something to take a photo of the user to use in some screen or whatever and that alone will allow you to require iPhone 4 or higher.

How many textures can the devices support? I’m using EZGUI, and have more UI art this time around. The most I’ve used is six 1024x1024 textures, and I think I’ll be at 8 or 9, this time - with no idea what the limit is!

Gigi

PS - Immediately, the problem is iOS, but will be porting to Android over the summer.

Is it possible to detect it is a 3GS, and then cut the texture resolution in half at load time?

I’ve wondered that myself. I’m using EZGUI atm. Maybe I could auto-magically swap out textures on the materials, behind the scenes. I’m not sure when/how to do that, but it might enable me to use higher res textures for IPad3 too.

Gigi