iPhone release perhaps scheduled for UA 2008

This has been a sneaking suspicion of mine. Is it perhaps that case that right after the awards for UA 2008, the next version will be released, with iPhone support? And maybe the winners get onto the Apple Store?

Not a horrible guess… but extremely unlikely :wink:

iPhone games need to be carefully constructed to work within the confines of the iPhone’s limited hardware capabilities. You’re not going to be able to pop any old Unity build onto the iPhone and expect it to work. This is just the reality of creating content for a specific platform (in this case a very limited one).

Ethan

Also anyone can get onto the App Store…you don’t need to “win” anything. Just develop something and pay Apple your $100.

–Eric

That’s true. Okay. So maybe the winners get a free copy of the iPhone edition, to go devolope for iPhone and make Unity look good. The timing is right, and the fact that no Unity guys have commented on this means its probably true.

unlikely
half of all games posted look horrible on iPhone due to their shader dependence (remember: iPhone = no shader at all)

how does that work? Dont you need some kind of shader to render a texture? or are there not even lighted and darkened areas on the iphone? I’m concerned because I made a game with a toony feel (im pretty sure that’s shaders), and would hate to have to redo graphics for the release.

Textures are rendered by a fixed function pipeline part of the 3D rendering pipeline.

But the toony aspect would need to be done through textures. No usage of the toon shaders or any shader at all.
Pure polygon + textures

especially you should already plan to not use terrains.
They are out of range for a toy GPU like the one in the iphone (nothing against it, but the strain a unity opacity shader blend terrain puts on the gpu even without foliage would be enough to totally block the iphone gpu + cpu + XXX)

you are developing for smaller screen size, less RAM, very less VRAM and pure fixed pipeline.
That has to be taken into consideration right from the start I guess or your project will not take off at all
As you have to be an iPhone developer, take your time to read their documents etc, should give you an idea of what you can do because unity can not do more than the iphone can at its base :slight_smile:

Will I still be able to use procedural things like outline shaders?

no shader
The only procedural texturing you can do is by modifying the data with read / write to the texture from script.
Nothing that is done on the GPU end

crap. Well how can I replace that? I really like the outline shader.

dublicate the mesh, invert the normals on the second one and paint it black.
thats the best you can do without having an even larger impact on the performance

Cool. Thanks. I would never have thought of that, but its genius. I think I’m all set then. I cant wait for the iPhone release. Do we know if the iPhone release will also export for iPod Touch (if there’s a difference at all).

iphone is the same as ipod touch from the OS end.
ipod touch just is missing vibration, cam, proximity meter and microphone and the whole UMTS, GSM, GPS part naturally

No but it will come out hopefully by Unite :slight_smile:

Didn’t Ethan make the very first reply?

And, if not getting the UT guys to comment on something make it true, I’m going to find some obscure thread to post “UT is going to cut me a check for a million dollars just for being awesome” in hopes that it isn’t explicitly refuted within 24 hours.

UT is now 16 employees (plus or minus a couple depending on how you look at it), and another 10 at Unity Studios, spread out across the globe so it’s not surprising that people on the forums don’t recognize us all :roll:

Ethan

PS- we’ll be keeping an eye out for that hidden million dollar payout loophole :wink: