Nood question... First Unity game to iPhone or Android

Hi, I’ve got my fist 3d unity game up and running on Kongregate and I’m already thinking about porting it to iPhone or Android.

The game is Cancer Wars, a 2.5D top down arena cure em up…

It’s only a BETA but you can find it here → Play Arowx: Cancer Wars, a free online game on Kongregate

So would Android or iPhone be a better first mobile platform for this game and what would be the major technical challenges getting it to work well?

Nood No it’s OK I’m fully clothed, I mean Noob!

Anyone, surely someone has ported a PC/Mac/Web unity game to iPhone and can point me to a blog or give me a quick outline of the main areas that needed work?

Or is it so simple and easy that you just change the target system in unity?

Just saw this this morning.
If you’re doing a paid app I would say iPhone/iPad.
If it’s ad sponsored and free it’s a toss up.
Put some clothes on.

TOP STORY

Apple generated 82.7% of paid app sales in 2010 says IHS
Market research firm IHS has published data comparing app sales on four app stores, and Apple comes out top by a long stretch. IHS reckons the App Store generated $1.78 billion of revenues from apps last year - an 82.7% share of the overall revenues from the four stores. Following it come BlackBerry App World ($165 million - 7.7%); Nokia’s Ovi Store ($105 million - 4.9%); and Google’s Android Market ($102 million - 4.7%). Android Market fourth out of four? Maybe it really is all about the free downloads, although Android Market is just one of a number of Android app stores, with more coming this year (like Amazon’s - see Other Platforms section). One more interesting stat: IHS thinks games accounted for 52.2% of all mobile app sales last year. It’s unclear whether its figures include in-app payments.

Right now the android market is fairly young. People can only buy apps in 9 countries, last I checked. As mobadgames said, you are better off starting with iOS.

Porting to iOS is a matter of porting the input and adding " #pragma strict" to the top of your JS script files and fixing the inevitable errors that pop-up (strict typing, casting errors, etc). Also, you will probably have to tweak some performance related things (AA, texture sizes, trim or/ and redo menu’s that use OnGUI, etc).

It’s all pretty well documented in the scripting reference and any question that might pop-up has probably already been answered on answers.unity3d.com . Porting to iOS is a decently easy thing to do.

Quite a lot of work stripping down shaders/models profiling and optimizing scripts and adapting the code base to fit on an iPhone 3G…

More details here

Currently have a stripped down version that runs at 20 fps on my 3G, might be able to push it to 30fps fingers crossed.

On an addendum I ended up going with EZ-GUI and I’m currently working on a new interface and more features…