They ARE usable on iOS in Unity Pro (I use them A LOT in Carnage), and in answer to your other question, no, you can’t do them in Unity iOS basic because you don’t have access to a render texture, which is what you need to make image based effects.
The only option you have is doing it on a per object basis by “faking it” (drawing objects in their previous positions at progressively lower Alpha levels). I think there was a “per object motion blur” plugin somewhere on here, but I think that required Pro too.
Could you tell me, how you managed to get it working?
When I was experimenting with the image effects, I realized, that every time I used them on my main camera, in an iOS build, the script always turned itself off. If I manually checked the box for the script ingame, A big purple texture appeared.
The console puts out: “RenderTexture.Create failed: requested size is too large.”
The scene is relatively simple. With multiple SM2 Sprites and a big Plane (Background) with a 1920*640 Texture on it (Disabling it, doesnt change anything).
I usually work with OpenGL 1.1, because somehow I get really bad framerates, if I work with ES 2.0. But even the switch to ES 2.0 didnt change anything regarding the problem.
I’m trying to apply different image effects on my scene, but still nothing, as long as the Build Platform is iOS. I still get the same “requested size is too large” error. Are you really sure, you made the effect with the standard pro ones, and that you aren’t using a third party solution?
If I simply change the build to Mac Standalone, the Blur works flawlessly.
one of the dodfathers of the unity development team mentioned that image effects get improvemnts for ios in Unity 3.4.
So most of them should work than.
But don’t they kill the fillrate completely? I guess ipad 2 may handle them, but ipad 1 and iphone 4 should have a hard time, no? At least that’s what my minimal testing showed.