A co-worker told me that certain iPhones/iPods don’t have the hardware/software needed to effectively run Unity programs, even if the program is simulated 2D (using an orthographic camera and lots of planes). I’ve also read that Unity files are notoriously large, the smallest being 10Mb, which is a pain to download from the App Store.
Is there any truth to these accusations? I figured the community would have a more educated opinion than the sources I’ve checked.
All iPhones and iPods should be able to run Unity programs. Older devices will have more performance problems, but it’s up to you (the developer) to optimize.
And yes, file sizes are quite big. I think the minimum is less than 10mb if you use stripping, which is a Pro-only feature.
Union is not required for iOS deployment, iOS is available as addon license already.
And the iOS devices have the HW to run Unity programs, they did have so since day 1 of Unity iPhone support.
2D stuff is traditionally always much heavier than 3D in a pure 3d environment (like iOS which does all 3d hw accelerated), simply because “noobs” think that you can use quad sprites with alpha to hide parts and don’t realize that this is killing the rendering due to fillrate (especially iphone 4 and ipad suffer from this as they have 4 / 5.2 times more pixel than the 3GS devices, but the same graphics chip and fillrate as the 3GS which is by far too less). This problem is present on ANY technology and even pure OpenGL ES usage, nothing unity specific. And the solutions that apply to solve this hold for all including unity as well.
Unity builds indeed are 7-8mb+ (with iOS Pro and stripping), this is cause the unity engine and mono just take space. But it being a pain is not true, we aren’t in 56k days anymore, most people download 20mb files in less than a minute through wifi