Make app only for 4G and ipad (based on screen resolution)

Hello, I know this issue is not new but still have problems to get an solution

I know about the “UIRequiredDeviceCapabilities

But I would need to check on resolution

I want to release two Versions of my app… for everything 480×320 (2G, 3G …) and one for 960×640 + 1024×768 (4G Retina, iPad …)

Anyone already did this?

ipad only is no problem, just mark it as such

but ipad iphone 4 only is not possible, there is no requirement allowing you that. iphone 4 only or ipad only would work but 4th gen only would require gyro and as unity does not support it you would have to use a plugin to make use of it cause you are rejected if you add the rquirement just to piss off.

its not common that games split between pre 4th gen and then 4th gen + ipad, reason is that ipad has much more real screen space and thus touch space to touch, while iphone 4 is still the same small screen just with twice the resolution making it possible to user higher res art, but still the same input.
one reason for this being uncommon is that you might be rejected by apple, they don’t allow functional equal spinoffs of the same app for other device classes that only differ on art. At least they didn’t use to and made it also clear in the guideline that such applications that try to create distinct ipad versions yet were the same with new art would be rejected.

but how did epic solved this with the citadel demo?

I would need exact the same

1 for iphones, 1 for ipad
And thats done by doing 2 distinct builds, one that specifies iphone as target platform, and one that does ipad.

I’m pretty sure they didn’t do a split inbetween the phone - touch devices cause they at first had a perma crashing citadel on itouch 4 due to assuming 512mb RAM when it only has 256MB

oh I see it’s now able to play it on 3Gs too… hmm

So I would need to release my HD version at least for

iPhone 3GS,
iPhone 4,
iPod touch (3. Generation),
iPod touch (4th generation)
iPad.

and my SD version for as good as everything

So I would need to make the cut by what? Memory is the key for me too, but can I say “game needs at least 256mb”?
the iOS version includes the 3G too… except I would go for the 4.3 ?

You can make some arm6 and arm7 restrictions that will not allow older iPods and iPhones to download but no matter what there is always one big problem. I know this is off subject but something to consider.

People can download from iTunes and then it will not work and they WILL complain. You can put a warning like some apps do but…

Keeping in mind the majority of folks only read the first part of an app description you now have to decide to place an early warning or waste a valuable marketing asset (your first paragraph)

Just my opinion but, unless you have an app with some high anticipation, using the model epic used with rage is gonna be tough.
You are now competing with yourself in an already tough market.

I am of course talking about two of the same game in the iPhone market, and am not referring to a universal app.

But this problem has every app that that does not work on every hardware like citadel.

Thats the whole clue about a normal and a HD version to give every device the best quality.

But it’s important that it stands under “Requirements:”

Yeah, I agree 100%
There’s just the variable of the people who download the games and how they think.

You will get people who download the HD version on their second gen ipod (at a glance it is in the iphone section)
They will not read the entire description and then you will get one star reviews.

Especially if your HD version is ranking high and the other is not. People may not even know there is a better performing alternative.
People for the most part, download from the ranking charts make a decision from the icon, first paragraph, and the screenshots.

Just something to think about. Ultimately if your game builds some momentum and has success it will not matter.
I just hate to see someone put so much time and effort into something that, from a marketing standpoint is a really tough sell.

Why not just have one universal and check for device generation and make performance cuts based on that?

I’d love to do so… in fact the game already DOES exactly that.
Only problem is it will be a lot bigger then 20mb and
I don’t know if (and how) it’s possible to load and run it stable on older devices.

I don’t know what unity is loading and what not (into the virtual memory for example)

If the engine does not load hd images that are not displayed it would be great, yes
bc if you load my game on older devices it will display only sd material… but I don’t know if it isn’t loading the hd material in the background bc it is part of the project…

Citadel works on every hardware that supports OpenGL ES 2.0 so any 3GS or newer.

Thats what you can and likely want to specify too, by doing that you have a guarantee that you are on 256MB RAM devices, ARMV7, 600mhz cpu at least

That will likely be enough for your game too, as this normally gives you about 70-80mb of RAM

Sorry to sound repetitive.

Kind of missed my point.
People are not restricted when they purchase from the desktop and many do.
Unless they read the details they still download it and can’t sync.

That’s why I was saying your only safe bet is a huge warning in your first sentence which, isn’t that inviting for sales.

But yes, you can keep people with less than a 3GS and iPod equivalent from downloading from device only.

:slight_smile:

ok tests are running atm but to maybe get some more performance out of the hd version on low end devices I need to know how to “unload” or “skip” some of the HD images

I’ve outlined the basic question in the support forum:
http://forum.unity3d.com/threads/76224-unity3d-(iphone-)-load-order