iPhone version issues

Just under an hour ago I received my serial number, and could then order the iPhone version. I downloaded the DMG and tried to install it, but the installer saw my Unity 2.1 as being more recent than the Unity iPhone 1.0, and would not let me install. I archived the Unity folder, then threw it away. After that I could install the iPhone version.

I excitedly tried a build of the sample project that opens, and saw an error telling me I had to have a provisioning file set up. I just about coped with fighting through the iPhone Center system, and made a provisioning file, and downloaded that.

The Build Run went further this time, and it made an XCode project, and opened that in XCode. The project is set to iPhone 2.0, so I changed that to 2.1, and tried a build. It seem to succeed, but still showed an error of some sort. I woke up my iPhone to double check that I was using 2.1, and could see that I was still running Aurora Feint!

Quitting AF took me back to the iPhone menu, where my Unity app was already waiting. In fact, I think it opened itself, and I could then fly around that Aztec looking temple. The sample has some issues though:

There’s no sound. Hopefully that doesn’t mean games can’t have sound!

The sky box seams are visible. That may be because of texture compression, I’m not sure.

The plane is balanced based on a horizontal position for the iPhone. That means to fly downwards you have to tip the phone to be pointing towards the floor. I think that games are usually center based on 45 degrees or so. But at least it does work!

I have no idea what the arrows on the left do, or what the object of the game is! Maybe I can work that out.

The look and the performance of the scene is great. I should try out other scenes, see how they get on.

the arrows on the left are thrust and you change it by moving your finger up and down on the touch screen :slight_smile:

I saw that I could move the arrows, but in the natural holding position the plane just continued to hover. Pointing the phone downwards does show the speed change better.

In the scripts I can see the missile collision is set to look for anything tagger “enemy”, but I couldn’t see any objects tagged that way.