Ive recently jsut got macbook, ipad and unity iphone1.7
Im wondering if there is a page of specifications of what shaders and .net version we can use on each.
(eg are normal maps etc allowed on ipad but not on iphone etc)
also. if making an app for both…is there a way to have the one project prepare for both, or is it best to keep the 2 projects separate for the 2 devices?
Is it possible to maybe have them as separate unityPackages even to load into a unity project as needed for each device?
My goal is to make for ipad then prob downscale to iphone in future. But being aware of the issues this may cause first would be kool.
Currently you can deploy to .NET versions 1.1 and 2.1, however using 2.1 will make you binary larger as it contains more libraries. These will work on all devices.
Currently Unity iPhone only supports OpenGLES 1.1, however I believe Unity 3.0 will allow iPhone/iPad development to support OpenGLES 2.0 on the more recents devices (iPad supports 2.0, iPhone3GS was the first to support 2.0). Making assumptions again, my guess is the Shaderlab fallback system will be the best way to handle deploying to all devices.
You can find a lot of this information on by going to the help section inside Unity iPhone, selecting manual, then clicking the link “iPhone Guide”.
You can make a single project and deploy multiple times if you like, but it would be in your best intrest to use PostprocessBuildPlayer scripts to handle different deployment strategies. There is a great post on the Blurst website about how they have used one of these scripts for their workflow. If you’re using iPhone Advanced, you could put together AssetBundles for the different platforms and only copy those into the app based on build target for example.
On the scaling side of things, I’d probably start off with the lower hardware and scale up. From personal experience I’ve found this is a better way to go, because it forces you to simplify your design first, and then once moving to the more powerful platforms, allows you to build on a solid design.
Anyway, it sounds like you’re starting things the right way, so good luck! Theres a lot to learn but it’s a lot of fun too.