Clearly, Unity iPhone is a 3d environment not optimized for 2d or 2 1/2 D apps. But I own it, love the work environment,but I’m fairly new to this type of development. So I’m asking this question of experienced Unity iPhone developers…
First, take a quick peek at this 30sec preview of a animated storybook app for young kids. http://www.youtube.com/watch?v=ak5r97pCHss&NR=1 It’s functionally close to what I am talking about. (and it’s just a neat lil app ).
If such an app was 20-30 pages long, the pages would likely need to be (I’d assume) 512x512 if not 1024x102 to retain quality / crispness of each illustration. Could a Unity iphone build be made to not choke on that many texture maps? I figured that each page might need to be a separate ‘scene’ as to clear it out of memory before loading the next. But that would no doubt introduce loadtime between ‘pages’.
Then there’s the draggable type graphic elements. My though was that if pages were scenes, the draggable (static or animated… i.e. a bird flapping, worm wriggling), would be on separate layer?
Clearly for app size considerations, the most efficient solution might be to do an Xcode/Interface builder type project(I think), but Unity iPhone (as my friend pointed out to me, allows me to mess with physics, particles, even cut up the illustrations and get a nice ‘multiplane’ feel to each page’s background. There would also be, music, sound fx(local to touch items, and possibly, narration.
My question is, am I barking up the wrong tree to ask Unity iPhone to pull off a project like this? It is a 3d platform.
I’m about to pull the trigger and start preproduction on this type of project, so any knowledgeable, production savvy input would be most gratefully accepted.
Thanks,
Brendan G. 8)