iPhone + iPad Settings

I don’t really understand how these settings work, and there isn’t much of an explanation in the Reference docs. And I don’t have all the possible devices to test these settings on.

I want to build an app for iPhone. Everything is scaled and arranged to fit an iPhone screen only. No multiple resolutions.

But some of our users only have iPads, so I also want the app to be able to be installed on iPad (in the shrunk iPhone app window). So it’s an iPhone-only app that will run on iPad. Do I set the target device to iPhone + iPad or just iPhone? What exactly does this setting do? Can’t you install any iPhone-only app on iPad?

Also, do I need to use armv6 + armv7? When it says 1st and 2nd gen devices are not supported with armv7, what devices does that refer to? Just iPhone/iPod touch, or iPad too? Which setting is appropriate for an iPhone app that will enable it to also run on iPad?

Sorry if this has been asked before, but I couldn’t find it if it has.

You need to set it to only iPhone, that will then yield in it offer iphone upscale on iPad (1x - 2x button).

As for ARMV6 vs ARMV7:

  1. and 2. gend only applies to the stone age iphone - itouch first 2 generations which didn’t have an ARMV7 CPU nor an OpenGL ES 2.0 GPU.

or put differently

ARMV7 is iPhone / iTouch 3GS, iPhone4, iTouch4, iPad1, iPad2 and anything thats going to come :slight_smile:

So the setting you want to use for iOS 4.3 supported devices with iPad upscale would be ARMV7, iPhone

So what about the .NET 2.0 versus .NET 2.0 Subset setting? All it says in the Reference is “Subset of full .net compatibility, smaller file sizes.” I see that the subset does indeed result in a smaller build, but I’ve been afraid to use the subset and find out later that some .NET method I used no longer works. Is there anywhere to find out specifically what functionality is lost by using the subset? If I use some method that is not supported in the subset, will it let me know?

There’s this page that lists all the different versions http://unity3d.com/support/documentation/ScriptReference/MonoCompatibility.html (it’s found in the scripting reference under Unity and Mono compatibility → .Net Compatibility page)

You should also get an error in the editor after switching to the subset if your project uses anything that isn’t supported by it.

The list isn’t up to date or not correct and should be read with caution, cause System.Web is mentioend as widely working yet known as basically nowhere working for example

best to do is always: use it and deploy to the platform and you will know it especially for iOS where AOT adds another not insignificant limitation

Where do you see that? As far as I can see System.Web is marked with red for all but the full .NET 2.0 ?

Cause its not completely red while it does not work anywhere since 3.3

So what you are saying is that it doesn’t work if you’re using the full .NET 2.0 ? I haven’t tried myself in a while, but have you tried to put System.Web.dll and System.Web.Services (from the Unity Data/Mono/lib/mono/2.0 folder) in a Plugin folder in your project?