Hey all, being as we’ve shipped we ought to have a place to talk about developing for the iPhone and iPod touch.
Does the iphone pro version support any Render-to-Texture Effects?
No, neither the advanced nor the basic license do.
That’s a limitation of openGL ES on the iPhone, right?
IIRC, yes (restated: it’s not a limit we chose to impose).
Can we get a trial version and install it without it effecting our Pro installation of Unity?
No, not yet, those will be available on request (by writing sales@unity3d.com) shortly. When you do that we’ll provide a new temporary serial number that you’ll use (which will still allow your normal Pro to work) until it expires. When it expires you simply plug in your original serial and you’re off (or of course you buy the iPhone license! ).
So, how do we do that use-iPhone-as-a-USB-controller-and-screen thing?
Build the Unity Remote iPhone application (it’s a XCode project found in Applications/Unity iPhone), get it installed on your phone. Once it’s there you can then press play inside authoring and launch the remote app on your device. The first thing it will do is prompt you to select the machine you want to connect to and off you go. Make sure that your device is on the same network as your computer with Unity.
Just dropped a wad of cash in the Unity store. Waiting for the link. Excited. Need to clear the deck of all other work. Need to make a game to recover this investment. Need more coffee.
Doesn’t iPhones OpenGL ES version support pBuffers which would allow r2t effects theoretically?
I’m not sure if this is correct but Apple may not allow render to texture to prevent people writing their own media players.
If they want to prevent you from it, they just put it up as forbidden app type in the EULA as they do it with the other apps.
Tell you what… write Apple a nice note and I’m sure they will make the change for you right away.
I doubt that. There are other ways to blit video to the screen.
Regardless, I don’t see EXT_framebuffer_object in the iPhone headers.
If you’re unfamiliar with the video hardware in the iPhone, give this article a look: OpenGL and Mobile Devices: Round 2 | Dr Dobb's
A good summary:
There is no stencil or accumulation buffer.
There are only two texture units.
The maximum texture size is 1024×1024 (use power of two only).
The maximum space for textures and surfaces is 24MB.
Only 2D textures are supported.
There is no software rendering fallback.
So, just to be clear… do I now develop using this new Unity iPhone for ALL of my unity content? (as in, this supersedes my 2.1 pro license?) or I work in 2.1 for my general stuff and work in this version for my iPhone ports only?
Also… will this work ok with my Gen 1 iPhone, if it is running OS 2.1? or do I need to go out and buy a new 3G iPhone ?
I’m building iPhone apps using a 1st generation iPhone. No GPS or 3G, but it has everything else I need to develop with, and the Unity iPhone apps work just fine.
I’m building iPhone apps using a 1st generation iPhone. No GPS or 3G, but it has everything else I need to develop with, and the Unity iPhone apps work just fine.
Thats very cool. Would that apply to a first gen touch I wonder?
Also I’m dying to know, how are skinned meshes going on iPhone/touch? like Raimunds robot, and goober, Lerpz etc?
Cheers
AaronC
I’m building iPhone apps using a 1st generation iPhone. No GPS or 3G, but it has everything else I need to develop with, and the Unity iPhone apps work just fine.
Awesome