It says on the app store that the iphone app I submitted works on the iPad, even though it was never designed to do so. I realised there were some graphical errors which I need to fix quickly. Is there a way to deploy my iphone app to my iPad to test it’s running as it should? Would it be a case of drawing up a new provisioning profile for the app specific to the iPad and selecting it in Xcode 4 after building and running from Unity?
just put it there and it runs. any iOS app runs on ipad unless it explicitely enforces phone service presence.
it will just be restricted to the 2x mode unless you built a universal version (you can do that from the player settings in unity)
Thanks for replying dreamora. When you say ‘just put it there’ I’m not sure how to do so. I’ve tried connecting my iPad and running from Xcode and I get a message saying Xcode cannot run using the selected device. The only way I know to get it onto the iPad is by downloading my app from the official iTunes store. But testing a new version of the app by submitting an update then downloading it to see if it works seems a terrible way of doing things. Surely there must be there another way?
provisioning profile. you haven’t added the device’s udid to your itunes connect list of devices. so obviously its not authorized yet. go to itunes connect and fix that.