Rebuilding an existing App for iPad.. Thumbs up :)

Just rebuilt an existing app we had into a fat version, with iPad res version and regular version in one.

Total win.

Simply duplicated the master scene, changed guitextures etc, the majority of the scripting was totally intact. In a few places I added a ‘isPad’ boolean to handle things that were hard-coded (scrub-areas for text scrolling etc).

I found the build documentation a little lacking, but overall, I’m extremely happy with how smoothly it all went.

Thumbs up to the Unity guys :slight_smile:

Things I learnt

  • Hardcoding screen locations is bad
  • Using transforms on GUI Texture’s is smart, rather than pixel offsets (although pixel offsets are far more intuitive when you’re working in a locked res)
  • The iPad fillrate is a joke (i knew this, but I hadn’t experienced it for myself)
  • Your desk looks awesome when you’ve got 2 or 3 ipads, a few ipods and iphones in front of a few 24" monitors. Makes you feel tough.
  • Full screen 24bit images DESTROY MEMORY. You might have double the ram, but your images about about 5x larger, so you end up behind… Unfortunately, we didn’t choose a colour palette that dithered too well into 16bit, so some nasty workarounds had to be made.

Gratz!

Yeah, same experience on my end. I’ve totally reworked my GUI system to really make it easy to do aligning to screen edges to minimize or even eliminate the need to redo any GUI stuff.

Fortunately I haven’t been hit yet with the filtrate problems.

Good info- thanks for the post