I know on the backend that Unity spits out an XCode project, and compiles for the device. Is there any way to take that exported project, and roll it into a larger project, so the game can be launched from directly inside the app? I’m not holding my breath, but I am hoping it would be possible.
If it’s not possible, my next question would be to use the multitasking capabilities to say click a launch button in the app, and have it minimize itself, and launch the game, and then when you quit in the game, it brings the minimized app back to the foreground?
Just trying to figure out how this may be possible. We want to try and minimize the number of apps that need to be launched, and would like to provide a single app, to play the game from inside the main app if possible.
Sure, you can take the exported project to do whatever you want.
But haivng multiple games in 1 app isn’t going to work out in any reasonable way.
As for starting another game: sounds like a bit a troublesome idea cause the multitasking will fail here, the ram usage of unity apps will ensure that it goes to sleep and then gets purged more or less directly.
also the build size would be terrifying if you ask me
What I would recommend: if you can do it, put the sources of all games into a single unity application and then let the user play those subgames by loading it from asset bundles. that way you can also sell new minigames through in app store for example
Dreamorama is absolutely right. Although i digged myself through unitys xcode output to achieve what you are asking for, but there are cases where you might wnat to reconsider this approach.
For example: Recently more and more people ask for apps that run on ios, android and win Mobile. If you make it to specialized and build 90% in xcode you loose the build once distribute everywhere idea.
On the other hand, its often easier to make every non 3d/non 3d game related part in Xcode, like GUIS, Helpscreens and so on. But if you do that, you have to do it again for android and so on.
Here is a little more background. The main app is not going to have another game in it, presently. It will just be all kinds of other stuff, pictures videos etc. The idea was to try and limit the amount of apps the end user has to purchase (or download), and provide a unified experience. As it turns out, that may not be possible.
The idea would be for the main app and the game to be tied together in some way, so purchasing the app gets you the game for free, but purchasing the game limits some features of it, unless you have purchased the main app.
We need to think on that for a bit. I don’t even know how to begin to approach it.
Ah well in this case its rather easy if we talk about “overlay” functionality only.
You technically don’t need to push the unity app into another xcode app. You can develop the native uikit application as a “layer on top of unity” which controls the engine (pause and unpause it and the sound, potentially sending even messages in for flow control)
Yes, thats the basic procedure. I t will be somewhat difficult though, as what is given to you from unity expects the app to initialize everything from window to EAGLV to buffers… and more.
Now, you probably don´t want to have to windows in the end for example. So the other guy needs to take the code given to you by unity appart and needs to find a way how to get that seamlessly into his own.
Its not rocket sience, but also not the most easy part.