Hey,
So i have been developing games in unity for quite some time now and all of my games are for android. I would love to make them available for iOS as well as i think main beauty of unity is to write one code and deploy it to mulitple platforms, but the fact that i have to have apple computer, send project from one computer to another, build xcode,build iap, set 1000 different settings, get like 5 different certificates and accounts…that is just absurd.
So basically I am wondering if there are any plans to make deploying to iOS easier or same as for android - Build&Run… I am searching through google and i cannot find anything related to this question, so maybe its just me who is bothered by this?
What do you guys think?
As I understand it cloud build can work. You still need to log into XCode once to set up, but once that’s done the cloud can do most of the work for you.
Unity Cloud Build is certainly a route, but you would still need Apple Related Things to sort out your Provisioning Profiles to allow you to build to the devices.
Well i did try to use Cloud build and i got some errors while building, I did a quick search on google and only found that it should be related to unity side and not mine so as i didnt know what to do and just abandoned the plan
Running Prebuild stepsIn quiet period, build will start momentarily...Agent - Pastebin.com
I am just wondering what could be the reason that Unity dont want to make same process of building and running as for android… I mean you could write your certificate and account or whatever is neccessary in editor and press build&run… There must be something wrong with that idea of mine because it would surley be done if I was right…
Apple enforces the use of mac only tools for various parts of the deployment process.
Apples toys, Apples rules.
You didn’t think you actually owned that iPhone you are holding did you?
Amazing
Apple never cease to surprise … I like iPhone because it can go as long as 5-6 years without any lagg and i really dont want to change phone every 2-3 years… I guess thats the only reason i am still having one ![]()
Isn’t there an app - err, an asset for that?
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Thanks for sharing, one day I’ll need that! I’d never be able to live with myself if I had to buy a MacBook.
You will still need access to one if you plan to install that app and later submit apps and updates to the App Store.
I mainly like doing projects for mobile, so I can’t post a build for an iPhone or iPad to the App Store without a Mac, even with a built app file (I think it’s an IPA for iOS, like an APK for Android)?
Only way to verify and upload your apps to the system is with the application loader which is a mac only app. I don’t think there is any other ways available other than paid services.
I feel ya. If what Ostwind says is true - I guess I’ll have to eventually get one. May say it’s for my wife to play with, only need to run a build through xcode every now and then. ![]()
I seemed to get the same feeling reading the description - though the messaging is definitely mixed – UNCLEAR!
“No longer need to switch to your Mac and fire up Xcode to build your games for iOS.”
“One-time access to Mac OS/X to grab a couple files to complete the setup”
Included in the package
“an iTunes Connect upload tool to send your .ipa files to the App Store.”
"How do I submit my app to Apple’s App Store?
Use the supplied iTunes Connect upload tool"
Which is it? Can this build and deploy to the app store (iOS) - or is a MAC needed?
Headed to check the reviews.
I’m only hoping you are wrong - to make deployment cheaper and easier for me. ![]()
Hmm I actually have it installed for test builds and never noticed he added one at some point ![]()
I have it linked to my build and run so I haven’t even used the GUI for long time. I guess my info was outdated in this case.
Why Unity Cloud Build doesn’t support ad-hoc provisioning profiles? This would solve the problem.
This is an old thread, so I am leaving this here in case any googlers out there are looking for it. I followed this guide with some very minor modifications and was able to get Unity Cloud Build to build iOS versions of the game I am developing on Windows, and deploy them to my phone:
Enjoy.
Very cool, but you still have to pay $99 to enroll, to freely deploy to an iDevice you have to be on Xcode 7 or later.