I'm sure this is answered in bits and pieces on threads thruout the forums, or maybe not as unity 3 is still in development. It would be good to have a clear distinction made because I am sure I'm not the only one who has no clue what features of Unity 3 the device is capable of running and which ones it is not.
I understand some things might work on one level of hardware (3GS/iPad) but not other (original iPhone).
So, lets go one by one:
1) Beast Lightmapping --- realtime dynamic lights and lightmapping. Supported on iPhone / iPad?
2) Audio Magic -- seems like this would be possible, but given the limited audio resources of these devices, i'm not assuming.
3) Deferred Rendering -- This seems like a game engine thing that should work on any hardware, but I'm not making any assumptions. In or out?
4) Occlusion Culling by Umbra-- So, is it accurate to say that previously occlusion culling was added for the iPhone, and now a better technology has been licensed and is in use across the product line? EG: this would be supported on iPhone OS devices.
I appreciate that there are advances that are not possible on the iPhone OS devices at this point. It is just hard to tell what is and isn't going to be supported in the new stuff.
asked May 24 '10 at 11:48 AM
1) Just FYI: Beast only handles static lightmaps not dynamic lights. But YES - Beast lightmaps will be supported on iPhone/iPad.
2) Not sure what do you call Audio Magic, but we switched to FMOD across all platforms including iPhone.
3) Deferred Rendering - no, too expensive for current generation of iPhone devices, maybe in the future.
4) Occlusion Culling - you're right, we switched to better technology and it will be available across the board including iPhone of course.
answered May 24 '10 at 12:30 PM