I have a Unity Pro license but am not what you’d call a power user. I recently downloaded the 3.5 Pro beta and thought I’d try to output a very simple Unity file to my iPad. I’m trying to see if I should pay the $750 to upgrade from 2.x Pro to 3.5 Pro
Now, I’ve made several IOS test apps for my iPad using Flash / Adobe Air. I am a registered Apple developer and I have my provisioning files and all that.
On the licensing page it says that Unity has “One Click Deployment” to IOS:
One-Click Deployment
Publish your game on your desired platform at the push of a single button. Read more
That doesn’t seem to be the case. Apparently I have to export to Xcode then build again (at least 2 clicks I’d say?) then do lots of clicking and fiddling and pounding on my keyboard in frustration to build, test or do anything because all it does is fail without explanation. So far I’ve once been able to get an icon onto the iPad simulator that failed to run. Most of the time it just says “Build failed” I get a million errors (see attached) which from google searches I see most people ignore so I have no idea why this is not running.
Also, there is Unity Pro and IOS/IOS pro. Do I need booth products to export to IOS? If not, what is the IOS Pro for? If so, I can just upgrade to 3.5 pro and I’m good?
It would be nice if Unity would just export directly to an APP as Flash does. I thought it would be like Flash where I just add my provisioning files and press publish from Unity, then drag the app icon to my iPad. I guess this would be a big project to add to Unity but I really was hoping to be a Unity developer not an xCode developer.
I believe iOS Pro requires Unity Pro. So if you are somehow testing iOS Pro without Unity Pro, that may cause issues?
It is a “1 button” click to export your Unity iOS project to XCode. It is then a regular process for any iOS development to build your XCode project for your device. As hippocoder mentioned, it looks like you have your XCode project building to simulator, you should have your iPad plugged in (and registered with the Apple developer program as one of your devices) and you should choose to build to that specific device.
Ok, thanks so much guys. I got my iPad to appear in the build path. My iPad is registered to my account, I know that because I’ve made A few Adobe Air applications for it.
I’m on the Unity Pro 3.5 Beta, not the IOS Pro. My question is, is it supposed to work without IOS Pro? I just have the 3.5 beta, should that be able to work all on it’s own to export to IOS?
Now that it’s going to my iPad I get 5 Mach-O errors and one “Code Sign” error. Does code sign have to do with my provisioning file or something? what is that? See attached please.
As for the 1-click, that’s just me bitching and moaning I suppose, but clicking once to output to xCode, then clicking 50 times to export from xCode to the iPad isn’t as smooth as it is in Adobe Air, which bypasses xCode altogether and is quite smooth once you add your developer license files and whatnot. This is a nightmare in comparison. I want to learn xCode but it looks to be a beast and I don’t have time right now. I want to stick to Unity for now as much as possible because it works well.
Ahhh, thanks guys. I looked up the code sign error and discovered that I hadn’t plugged in my app ID into Unity. That was the problem with that blast error.
But I’d still like to know, if I upgrade my Unity Pro 2.x to Unity Pro 3.5, do I need to buy the IOS or IOS product as well, or am I good to go without it? It seems like I can output to IOS fine with just the Unity 3.5, yea? Do those other products just ad features or something?
I get that it’s not included, what I’m asking is if I actually need it to do IOS games. The 3.5 Pro demo outputs to IOS already. What are those addOns used for?
Once that is over, you will have to purchase iOS Basic ($400 [can be used with Unity Free or Unity Pro]) or iOS Pro ($1500 [can only be used with Unity Pro])