iOS vs Android workflow

I have a choice of which to target, Android or iOS for a product demo. In terms of workflow, are they the same or is Android much easier in terms of publishing direct from the Unity Editor? Also if targeting iOS I assume I MUST be working in OSX, correct?

Hi @eco_bach ,
Unfortunately the workflows for these two platforms are quite different in terms of publishing. As of today, Unity generates an Xcode project that you can use to build your iOS App. This means that, yes, you do have to be on a Mac to do this. For Android, Unity generates an APK that can be uploaded to your device.

If it makes sense for you, Unity cloud build offers solutions that allow you generate apps for both platforms, but I’m not sure if that’s the type of service you are looking for.
Let me know if you have any more questions. Cheers,
Chris

So, personally I would say that if you’re just looking to do a demo, go with Android (assuming you have an android test device). That being said, I use a PC and have an android phone and I find the process very simple.

Android is: build apk out of unity → drag and drop on to your device → install on your device and you’re done.

With iOS you have to build out of unity → go through xcode to create a .IPA → put IPA on with iTunes → and finally it’s on your device (btw you have to pay $100 a year and set up certificates through iTunes Connect and all that to allow you to build in the first place).

IF you DO go with iOS, you should DEFINITELY set up cloud build (as it will just deliver you an .IPA without having to go through xcode manually on your computer) as Chris suggested above.

Good luck!

Thanks!. So just to clarify.
Does this mean I can publish to iOS with Windows via cloud build?

Yes you can, you will need access to a mac once however to generate a provisioning profile. If I’m not mistaken you will also need a developer account to get your certificate ($100 per year). I’m not sure if it is required for the simple provisioning profile for cloud build.

If you haven’t worked with iOS before I also recommend using android as a target platform. Cloud build is superb service, but you want to build directly to a device in order to get faster iteration cycles.

I believe you can now build directly to a connected iOS device without having to pay the $100.

This is true, but It will only work for a limited time (maybe a couple of days). We have had many people report issues like this on the forum. So beware :slight_smile:

edit: And if you want to publish on the App Store, you still need to purchase an Apple Developer account.
Cheers,
Chris

I didn’t really doubt that it works when you’re directly connected with the device, but when building with cloud build (Eco_bach seems to not have access to a mac on a regular basis). Just out of curiosity @christophergoy , does your statement also apply to cloud build? :slight_smile:

Hey @Johannski ,
As long as your developer credentials are legitimate in Apple’s eyes, I don’t see why it wouldn’t work. Yet, as I stated previously, be aware that the time frame of validity is shortened drastically if you do not have a paid developer account with apple.
Cheers,
Chris