Questions about what is needed for distribution build

I’m using Xcode 4 with Unity 3.3. I’ve followed the -all_load solution here: http://forum.unity3d.com/threads/83076-iOS-4.3-App-Rejected?p=578829&viewfull=1#post578829 and I’m following Apples instructions for archiving my application here: Documentation Archive .

In tutorials based on previous versions of Unity I’ve seen people duplicating the app release build inside Xcode and renaming it to distribution. I’ve also seen them editing the info.plist. There’s also the issue of whether to copy a 512 by512 .icns icon into the assets. Are these steps still needed? And are there any steps over and above what Apple instructs when preparing an app for archiving/distribution?

iOS never wanted nor supported icns actually, it always required PNG files. And no you don’t need to put that into the app, you will need to provide it on itunes connect then. The build only expects the icons for the target platforms (non-retina, retina if its iphone, ipad if its ipad, both if its universal)

…aaand once again it’s dreamora being helpful. Thank you once again for the information about the icons.

It’ s like dreamora says. And don’t forget to set if your icons are pre-rendered in player settings. Also, you might want to consider .jpg for the 512x512 Large Icon in iTunes Connect I read somewhere that might help with the glossy effect bug. Currently Apple seems to have a bug with ITC and uploaded Large Icon: pre-rendered icon will get the glossy effect anyway. Seems to be related to newer iOS and iTunes-/ App Store. All my newer devices with late iOS have the glossy effect applied while my iPod 2G 4.2.1 behaves correctly not applying gloss. I contacted Apple about that but don’t expect them to ever respond. As usual! :wink: