Hi There
Is there a setting in Unity to only target OpenGL ES 2.0 capable hardware, or do I need to edit the plist to specify UIRequiredDeviceCapabilities manually?
Thanks
Ian
Hi There
Is there a setting in Unity to only target OpenGL ES 2.0 capable hardware, or do I need to edit the plist to specify UIRequiredDeviceCapabilities manually?
Thanks
Ian
Unity does not offer a profile to target ARMV7 + OGL ES 2.0 only, you will always have the fixed function part in as well as the corresponding 18mb or alike present in the built application (won’t load into ram but be there on download etc)
as for enforcing it on the build: there is a required device capability for it, the armv7 one, available on iOS 3.1 upwards
Dreamora:
wait - does that mean that builds using the armv7 set in UIRequiredDeviceCapabilitiesin plist donT’t run on OS 3.1.3 ?
If this would be the case … Apple-Docs themself would be wrong saying
Sorry, typo on my end. Meant 3.1 actually
as for not running: depends on your iOS deployment target. Just ensure you don’t set it below the min. version required for the capability tag or you will find many unhappy users (though thats going to happen anyway due to the possibility to buy in itunes)