Apologies if this is a faq, but I’ve been finding conflicting answers about this.
My build will currently run on the device via XCode, but not on either the iphone or ipad simulators.
In Player Settings I’ve tried various combinations of OS 3.2 or Simulator 3.2, and then ensuring XCode is using 3.2. I’ve tried it on both the ipad and iphone simulators, but just can’t find any combination that works. I’m getting 100+ errors, all of which don’t appear when I build for the device
Is there a vey specific set of Player Settings and XCode settings to get this to work?
You can use the iPad simulator only, and must perform a build with iPhone SDK version set to Simulator 3.2. A build with this setting won’t work on the device.
All other SDK targets will only run on the devices.
The iPad simulator was enabled to allow people to develop iPad titles before the iPad launch.
Generally the idea is to use Unity Remote for developing, as the simulator only uses a software renderer, so it is not representative of the final device performance, it’s very slow with OpenGLES based apps. On the other side, running apps in Unity iPhone with Unity remote uses the full power of your GPU, and will show far greater performance on the device. Just some things to keep in mind while developing so that once you start building onto the device there aren’t any rude shocks with frame rate.
As per iOS4, Unity does not run on any simulator, neither iphone nor ipad.
And the iOS4 SDK is the base requirement to send anything for approval to apple at all.
right now you either have a device or can’t test it in any other way than the remote (though the simulator is no way to test anything anyway, its only for memory usage debugging, thats it)
I assume that at least ipad sim support is intend to be fixed with Unity iPhone 3.
Had the problem my self yesterday…got no iPad but had to fix a bug in an already released title… Luckily i did’nt uninstall the old XCode Version (3.2.2 pre SDK4) but renamed the developer folder prior install. This way i was able to build to the simulator by compiling with the old version. After the bug was fixed and all was working in the simulator, i simply started compiling to the device using the new Xcode 3.2.3 (SDK4) version…