Even with the “Development Build” option turned off in Build Settings, when building for the iOS Simulator (SDK Version in Player Settings is Simulator SDK), the “Development Build” text appears in the bottom right corner.
I am trying to take native resolution screenshots for the App Store, so I would like the text to be gone.
I donno if it is a unity bug or not but i had the same problem. i donno if i reported it or not. i only needed 1 screenshot from the emulator and where i needed it was black anyway so i opened it in photoshop and just deleted the “development build” text.
No, it’s not a bug. You’d never release a simulator version of your game, so it’s always going to be a development build. Can’t you take screenshots on your device by pressing home and the power button? That’s what I do.
This doesn’t work too well when you need a screenshot for a resolution of a device that you don’t own.
If it’s not a bug, it’s a strange design decision seeing as how it completely ignores the ‘development build’ flag in the Unity editor. Obviously simulator builds would never be released, but you could also change build settings in Xcode to make a non-simulator build that should theoretically never be released, yet still has the ‘development build’ text OFF.
The current specification feels like Unity is trying to protect developers from something that doesn’t need protecting from.
As an illustration, the development version of the web player plugin has “development version” hard coded into it. It’s the player that has the message. You can make content that injects this message into the non-development version, but you cannot turn off this message from the development plugin. iOS is the same.
Who’d release a game on a device they don’t own? Get one of your beta testers to generate the screen shot for you.
This is a very common thing, actually. Especially with Android development as it is almost impossible to own all the different devices and screen sizes.
As long as you make the game and UI resolution independent, and test for the lowest spec device, there is no need to own every device. If it runs on the original iPad at 60fps, it will run on retina iPads at 60fps. Of course you have people testing on as many devices as possible, but it’s very unlikely that you can test on every one.
Also, it’s not practical to request the testers to take screenshots for your application. It’s like a film director asking a film critic to set up all the camera angles and direct a scene. There are certain moments that you want to capture, so it is not possible to delegate this to someone else.
Anyways, thanks for your time. I just wanted to take some high res iPad retina screenshots. I guess I will use the simulator and photoshop out the development build text…
As we need to upload different screenshots(4,5.5,4.7 inch screens) Its easy for developers to take screenshots from iOS simulator just by setting the simulator type.
Strange thing is even if I set the development build flag to off even its not going off.
At-least this needs to be followed in simulator as no one will distribute their simulator build.
We can get it from testers on different devices but we can’t guarantee the screenshots from same location with in the game from all of them!
This is frustrating and a bit ‘un-Unity-like’ - particularly Graham’s second response - in terms of its implied attitude towards small developers.
I love Unity and have used Unity Pro almost daily for years. I hate to sound prickly here, but the official response to this really got to me.
I build non-game apps in Unity for small, non-profit and heritage-based institutions. Our pool of testers is very tiny, and no combination of our testers will have all of the iOS devices - particularly so close to the release of major new iOS hardware.
The ONLY way for me to take the screenshots Apple requires at all of the required resolutions is to run a version of the app in the simulator for each device.
Obviously I would never attempt to release a simulator-build - but I do have a parallel distribution build for actual devices which I do submit. I just need the simulator version for the screenshots. The ‘Development Build’ watermark takes hours of my time to Photoshop out of the twenty-five or so screenshots I’m required to post by Apple and my clients.
How deeply-coded into Unity’s source is this watermark that it couldn’t be given a flag to allow the user to determine its necessity quickly and released in the next incremental build of Unity?
Sorry to gripe, but I haven’t built an iOS app since iOS 8 went live, and what with all of the device, Xcode, Apple policy, etc. changes - Unity uncharacteristically getting in the way on top of all that is exasperating.
the development build text should follow the checkbox / setting int the player settings - otherwise its pointless to have it available
i’ve had exactly the same problem with many screenshots that for example apple requires
[quote=“ayyappa, post:7, topic: 530923, username:ayyappa”]
As we need to upload different screenshots(4,5.5,4.7 inch screens) Its easy for developers to take screenshots from iOS simulator just by setting the simulator type.
Strange thing is even if I set the development build flag to off even its not going off.
At-least this needs to be followed in simulator as no one will distribute their simulator build.
We can get it from testers on different devices but we can’t guarantee the screenshots from same location with in the game from all of them!
Please just have a consideration on this!
[/quote]This. Utterly ridiculous to prevent us using the simulator to generate the NECESSARY screenshots for iOS submission. It’s also a bit ridiculous to expect everyone to have access to testers with every bit of hardware. The simulator exists to allow testing on devices one doesn’t own, so the cost of iOS development isn’t $500+ a year in additional hardware.
There’s zero reason to include the watermark on the simulator projects - whoever’s running it clearly knows it’s a development build!
Presently, the solution is to photoshop the results, which goes against the principle of the iOS listings where everything you see in screenshots is exactly how it appears on the device.
Only resolution I cant do is iphone 6+, which I can easily replicate by using half resolution and scaling up. Anyone would think this is rocket science the way you are going on.
[quote=“JamesLeeNZ, post:14, topic: 530923, username:JamesLeeNZ”]
Only resolution I cant do is iphone 6+, which I can easily replicate by using half resolution and scaling up. Anyone would think this is rocket science the way you are going on.
[/quote]According to the Apple docs, you aren’t supposed to use upscaled screenshots. Technically, unless you are using exactly the same upscale algorithm as iOS/the GPU, your results could differ. Also, unless Unity is rendering exactly the same, results could differ.
Creating mock-up screenshots isn’t rocket science, but the obvious benefit of not having a watermark is far easier to understand. The watermark literally serves no purpose in the simulator.
I don’t usually get upset, but wow, this thread is horrible! I’m a one man development team, which I thought Unity cared about, and no way I’m going to spend 3 months salary buying every possible iOS device to test on – yes, I’m poor! (actually, I feel rich, but I must be poor compared to some here)
Also, you can’t upsize an image without some lose of quality, unless you are making the assumption that your game graphics aren’t optimized for large size so Unity is just upsizing them anyway. If my game has pixel perfect graphics at 4096x4096 (just an example) it’s impossible to take a 2048x2048 image and scale it up to have the exact same results… if you think it is possible, you must be one of those people that believes those CSI shows where they take a horrible low-res image and “clean it up” to the point it looks amazing and you can read license plates. Either that or you just mean “almost as good”, which would be acceptable, except for the fact that it should be a super easy change/fix for Unity, so why do we need to bother?
[quote=“JamesLeeNZ, post:17, topic: 530923, username:JamesLeeNZ”]
if youve done your job properly…
[/quote]If you’ve done your job properly, you’ve spent a (considerable) amount of time faffing about with image editing where you could have just had a perfectly usable screenshot come out of the simulator.
Considering the thing being asked for is mind-numbingly easy to implement on Unity’s end (#IF Simulator SDK, Hide(watermark)), and the alternatives involve various degrees of faf on the part of users which, times thousands of users, is lots of pointless man-hours spend achieving the same thing, is it really logical to maintain the status quo, keep the watermark, and have everyone poke and tweak usable screenshots from the simulator on/or editor?
tried up-sizing to get the 6+, lost a lot of quality… I ended up using a resolution of 1777x1000 and upsizing to 2208x1242 in photoshop and it looked perfect though.