Unity Basic PC And IPhone Development Question ?

Hi,

I am PC based ( atm ), and I am using the Unity free edition, I want to start building a 3d game for the iphone platform.

The game will be documented as to how I would want it to flow, etc, so unity would only be used to layout my 3d assets, check for best optimisation, etc. No code work would be attempted ( different o.s. for iphone ).

Ok, Question is, what’s the difference between the iphone version of unity against the pc version - would my assets still be usable in the iphone version at a later date if I was to pass assets onto a hired coder who had the iphone unity version ?

Is there anything else you feel I should need to know first before ‘designing’ and creating my ‘assets’ in the PC unity base package ?

Thanks in advance.

There are a few differences like terrains not passing over, restrictions on the textures if you want them to compress (square, power of 2) and there are restrictions in relation to other things like fonts etc on U3 on what is available.

But how you are going to develop an iphone game without unity iphone and a mac is over my head because without osx you won’t deploy it and if you can afford a mac, the $399 (or right now even less) for the Unity iPhone (non-pro) addon should be affordable too :slight_smile:

And they will be of good use cause you can not optimize assets on the pc / mac for the iphone, the performance and restrictions are not remotely comparable (anything that can even run the unity editor is a good magnitude stronger than the iphone. Even netbooks are much stronger)

aside of the fact that you couldn’t compile and deploy it without a mac

Hi,

thanks for your response. :slight_smile:

I’m not really concerned with deployment and such just yet, as I won’t have my Mac ( and any other related software ), for a few months yet. I just didn’t want to waste the time before that twiddling my thumbs when I could be starting to get some assets built up in Maya and tested in PC unity.

I’m aware of typical restriction of the iphone ( texture sizes, max polys visible, etc ), so assets would be built with that in mind.

Thanks again.