Hello unity developers.
We have purchased the ios basic (non pro) version.
We have been working on an app that requires using external light-mapped textures from 3dsMax.
So basiclly what we did - is bake the textures on Max and assigned them to objects on the scene through the lightmapping window in Unity.
We have unchecked the compress checkbox on the Maps tab in the lightmap window - in order to get better quality. With the compression checked - the shadows created in 3dsMax look fairly bad.
Now we build it and tested it through “test flight” service.
The iphone version works fine. The Ipad crashes.
After re-checking the compress check box - both versions work.
So it seems it is a problem with texture compression.
How should I approach this problem?
leave most of the textures uncompress and override some of them in advanced mode (texture > inspector > overide for standalone)?
change settings of the build? (currently arm6 + arm 7)?
You probably run out of memory. iPhone 4 has 512 MB and iPad on 256MB Ram. (i hope this is true.)
I have no idea what you baked, but if you have a lot of baked textures now, and all are 1024 uncompressed for example, then this will crash sooner or later. Or you have some Memory Leak in one of your scripts.
Look in the profiler or the stats window, to see how much Memory you consume.
Then go through every texture and check the iOs Overrides. Try to use PVRT everywhere, and make tests with scaling done the textures to 512 or even lower. If this is lightmaps you usually can go MUCH lower.
Edit:
For quality reasons i often leave the texture at 24bit RGB but make it small. 512x512 or 256x256 and so on.
But this is just a guess, if you only have one bake texture, forget it.
Why even guess? just compile it to your device with debug on and slow and safe on, then watch xcode output. If you don’t have an ipad, its a good reason to get one.