Iphone texture size and build limitations

Sorry if this has been answered but have not seen anything on it.

Developing for an Iphone game, and was trying to figure out ballpark, what our final build size target should be, and texture limitations in terms of how many megs should we be shooting for.

I have some info on characters, no more than 3k poly’s if possible, single textures, no more than 30 bones.

But what is the ball park for texture use per level.
Say you have 10 levels with 3 variations of each.
thanks,
Ormon

you have 24mb of graphics memory on the iphone, where as about 2mb are used already for the back and front buffer.
Thinking of per level here only makes sense if all is within the view area all the time, otherwise think in “areas”

As for characters: no more than 1k polygons if possible, with 3k + animated you are using up to over 50% of your whole onscreen geometry budget in the scene at 30 bones.

Sorry for this noobie question, but I don’t have a big knowledge in iPhone Unity hardware managment :

Will 1.1 build use that graphical memory to manage bones animations ?

(If so, That would clearly make complex character animation impossible)

Just curious.

you can not use graphical memory for bone animation.
Thats all done on cpu (or by 1.1 with support from the VFP)

the graphics memory only will hold the transformed geometry data + the texture thats beeing used on the model

Thanks.

Still, I got a basic char with 1000 frames of basic moves, and it has a baked leg IK.
As it is actually, the animation file weights 15 MB. So with 2 chars, it just cannot be played on a classic 3G if I don’t dramatically reduce textures resolution, unless I find a way to optimize baked keyframes.

Kind of restricting :confused: