Unity iPhone 1.6 Now Available!

Today we are excited to announce the release of Unity iPhone 1.6! This release contains both new features and of course bug fixes and improvements. The big three new features are:

  • Reduce app build size, apps can be up to 25% smaller than before!
  • .NET 2.1 support which now includes generics and offers easier porting from Unity 2.6.
  • Support for our mutiplayer networking features, now you can do multiplayer on the iPhone too!

Of course there’s more so instead of repeating that all here I’ll direct you on to the what’s new page on our site:

What’s New in Unity iPhone 1.6

As always it’s a free update for existing license holders so come n’ get it!

Awesome! Is iPad support coming soon? I know you probably cant release anything until the iPad SDK comes out of beta.

That question has been asked and answered far too many times for me to address it here again! :stuck_out_tongue: :lol: (we’re working on it, read the multitude of other posts asking about it in which we’ve replied, like the one floating at the top of this section just today)

Touché, I got so excited there was a new version of unity out that i didn’t even check out the other post in the forum yet.

I hate being in the middle of multiple projects, and thus unable to update immediately!

Thank you so much for this update! A lot of great new improvements and features. Definitely appreciate the .NET 2.1 support and generics… all the type casting was getting annoying :stuck_out_tongue:

Oh and networking is great too! Good thing I’m not very deep into my current project that I may upgrade to 1.6 without much headache.

Keep up the good work.

HiggyB,

Thanks for the update! It looks really promising! Special thanks to the Unity development team for all your dedication and hard work! :smile:

My app is due to be done in about two weeks. dare i upgrade now? I am really tempted. :shock:

My find…Haa~~

Fixed Application.dataPath to now include the application name on the iPhone and iPod touch. (Case 300936)

hello,

that´s great news!

when building i always had this error in the editor.log:

after update to 1.6 - IT´S GONE!

thanks to unity!

@higgyB: i posted a bug - how can i let the QA guys know that it´s obsolete? (bugid: 332751)
i cannot edit the bug in your fogbugs-system…

THANKS AGAIN!
greets, thomas

I’m currently getting a sigbus loading from one scene to another after updating to 1.6

In the xcode console -

End Load File completely 5.927333

 

End Load File completely 140.681667

Program received signal:  “SIGBUS”.
Xcode could not locate source file: iostream (line: 76)
Previous frame inner to this frame (gdb could not unwind past this frame)
Previous frame inner to this frame (gdb could not unwind past this frame)

I’m not getting any errors in Unity so not sure how to debug.
Any pointers would be appreciated
:slight_smile: cheers

Edit-

I’ve tried all the usual procedures, multiple reboots, deleting the xcode project. And no dice.

The problem occurs in any scene if the sprite manager is used, then another scene loaded. Everything worked perfectly before updating, is this something I should file a bug report for?

I read the word “generics” and thought to myself “Can’t be what I think that means”

I am so looking forward to getting home so I can try this out… am I right, though? generics != typeless ?

I.e. this won’t work on iPhone now, will it?

var objs : Array();
var obj  : Transform;

objs.Push(Instantiate(obj));

//var t : Transform = objs[0];
//Debug.Log("This obj's name = " + t.name);
Debug.Log("This obj's name = " + objs[0].name);

…will it?

Even if I got this wrong, the reduced file size is going to make a few people I know quite happy! :smile:

Ta for that !

It’s a C# thing.

–Eric

@higgyB: bug (Case 333407) ditto…

Thanks Unity, the update is awesome… now if my graphic skills could update as often I’d be getting somewhere :slight_smile:

Cheers,

Galen

That’s what I thought it meant … and what I hoped it didn’t mean :stuck_out_tongue:

Still, it solves the greatest issue I had with C#… the amount of typing…

Again, thanks for this!
As always, much appreciated !

So I have a question, what does this mean:
Dramatically improved prefab handling.

I’m almost all prefab in my app so I’m just wondering what’s been changed/improved about prefab handling?

Thanks,

  • Corey

I can’t get generics to work in C#. I installed the update (I’m on Snow Leopard), opened an existing project (that worked in Unity iPhone 1.5) and tried to do anything that used it and it didn’t work.

Tried just adding “using System.Collections.Generic;”, and it complained that it couldn’t find the assembly. Tried adding “List< GameObject > list;” somewhere and got a parsing error. Got a parsing error when I tried to use a Nullable type.

you need to go into the player settings and set the project to use .NET 2.1 instead of 1.1

Our engineers have already closed that as fixed (just today).

I’m not sure myself, but please go post about this in the iPhone Dev forum section as our iPhone engineers watch that section for threads they can help with so you’ll get better eyeballs there. Thanks!

I added a note to the bug for you so engineering can close it out, thanks!

Let me get some solid verbiage from engineering, I’ll post back when I have that for you.

What he said above. :slight_smile:

Ok, I’m off to chase down info for redd, and we’re going to update the what’s new page and license comparison page, among like 8 million other pre-GDC tasks. I thought Fridays and post-release days were supposed to be easy?! :stuck_out_tongue: :slight_smile: Rock on y’all!

That worked, thanks.

Are there any plans to bring over the generic forms of GetComponent, etc? Being able to use List<> and Dictionary<> is great and all, but having to convert all of our GetComponent() to (T)GetComponent( typeof( T ) ) is somewhat annoying.