This is a complete newbie question. I’m evaluating a few game engines, and am trying to get my head around how Unity works with iPhone. So far, I understand that Unity will generate a complete XCode project for you that builds directly.
What I would like to know is if there is a well-known/easy/preferred way to launch the code generated by Unity in an existing XCode project. I would like my existing UI to drive the majority of user experience, but to be able to launch into a mini-game built using Unity.
I researched using plugins to access native calls. However, my app requires network calls, map views, list views, the camera with AR functionality, compass, gyro, magnetometer. I understand it’s possible to integrate this functionality w/plugins, and this would be my long term strategy if I pursue the Unity route. However my timeline prevents me from doing this immediately.
With experience in Xcode you can achive this.
You can put other UIViews on top of unity, or even start up the unity content at a certain time. I did that with the app ROLLS ROYCE GHOST. Its free, you might want to have a look.
Version 1 was completly made in Unity. After apple came up with the idea of banning third party tools we needed to be on the save side and decided to do everything none 3d releated in xcode. So, in the latest version everything you see is made with the sdk, using the webbrowser, slideshows, video, zooming of images and so on. Only when you start up the 3d configurator unity is loaded.
Search the forum for cocoa gui and rolls royce ghost, i am pretty sure i wrote a bit more about this in the past.
As a sidenote, of course loading the unityengine inside a other project might lead to performance and memory problems, as, depending on your 3dScene it will use a lot of memory and processing power itself, and on top of that needs to do the SDK Stuff.