I would like to know: 1. If I build a game with low polygon count in unity for win, I just simply press “build” to create programs running in unity for Android?
Do we need to change anything? Do I need to write any sdk or ndk programs for Android? 2. If fps is still not acceptable, what could I do? 3. What kind of Android phone is good for game development? 4. Is the built-in terrain of unity not supported in Android( or iphone / ipad)?
Yes, windows input does not exist, so just building it will make it useless as you can’t interect with it. But you don’t have to go down to native stuff if you don’t want (you only need it to compile)
Optimize the art and reduce overdraw / alpha usage if its fillrate / gpu limited, otherwise reduce cpu hogs like physics or whatever
Depends on the type of devices you want to support. Don’t forget that there is no such thing as ‘common’ base. Basically if you got one device you primarily develop for that one so you might want to get the one with a large / the largest share if you only get one
it is supported but its VERY resource heavy and you might not want to use it unless your target is to go with Transformer Prime (Tegra 3) or the Galaxy S2 only. Better use a highly optimized all mesh environment with hand tailored collider boxes etc
You mean that after I press the “build” button, a temp. prg (what’s the name?) will be created for Android. Then, I need to compile this temp. prg into prg for Android?
Besides, windows input and built-in terrain, could I safely say that all other stuff inside unity (including coding) could be reused in Android?
(write once, deploy everywhere?)
The code etc is widely reusable yeah (if it was a webplayer game then generally always yes cause that .net subset is the most limited of unity on all platforms).
And no you don’t need to go anywhere else to compile if its fully setup