Can I Develop IOS Games On Unity For Windows With Full Functionality Of Unity IOS Then Deploy It With Unity IOS on mac ??
What license i need to do this (unity + unity pro ios) or (unity pro + unity pro ios)?
thanks for effort.
Answer by Dreamora
Dec 26, 2011 at 04:40 PM
To correct all the wrong informations above:
iOS Remote will only connect to Unity on OSX. It will not connect to unity on Windows. As mentioned above already, you can't develop for iOS on Windows at all. Its either OSX or no iOS.
You don't need a pro license. iOS Basic for $400 is enough to develop for iOS. Buying Unity Pro won't add anything to Unity for iOS, you would need to buy Unity Pro + Unity iOS Pro to get the pro features for iOS
I fully agree with Eric5h5: if you can't test and experience it on mobiles you are not creating a mobile game. you are creating a mobile prototype that might or might not work as desired and much worse it might not work as well as it could input wise for mobiles if you don't test it right from the start
this doesn't apply anymore because it is now basic-free.
Answer by Dreeka
Dec 26, 2011 at 02:53 PM
You will need unity pro + unity iOS basic. You can develope the game on windows, and run the game on windows using the emulator (I think), but you should try the game on an actual device aswell.
You can't run the simulator on Windows.
You dont need Unity PRO for iOS BASIC thats wrong too.
Answer by JamesArndt
Aug 04, 2012 at 07:19 PM
Actually I've seen some factually incorrect info on here. You CAN compile and build to the iOS devices on a PC....UDK Mobile version does this perfectly. It even has the settings to input in your dev certificate, profile, etc. It works on PC...have used it and tested. Builds run immediately to my iPhone 3GS on the PC using UDK mobile.
Well, no...nobody's talking about compiling and building to iOS in general, we're talking about Unity. Which factually cannot build to iOS on Windows since Unity produces an XCode project. (Which, by the way, is something to be desired, since it gives you far more flexibility with what you can do in terms of adding native code if you need to, instead of being stuck with whatever UDK spits out.)
Answer by Somian
Dec 26, 2011 at 04:32 PM
You should be able to test your iOS game input using unity remote 3 even if you're developing on a windows machine but you can only compile the game on a mac.
Answer by Eric5h5
Dec 26, 2011 at 03:59 PM
You can't really use Unity iOS on Windows. You won't have any of the input functionality and won't be able to test anything, which is a critical part of making an iOS app.
Does it make sense to buy a Unity iOS Pro License on Windows, if there is another Mac in the project that can build the app (whit s seconds iOS Pro License)? I mean, I could still set import settings, emulate graphics to see if shaders work, etc. Or are these features also disabled on Windows?
@VivienS They are not included in the Windows editor. If you have two people in the team, one with Windows, one with Mac, then the windows dude can create game assets, write script code, etc, but only the Mac dude will be able to see and use the remote, and iOS APIs. The Windows dude will simply not see the iOS build target. Obviously the Mac dude will need an iOS add-on.
Thanks for the reply Graham. Damn, that's inconvenient! So buying a iOS version and installing it on PC adds absolutely no additional features to Unity? Is this written anywhere in the Unity documentation? Shouldn't there be a big read warning sign somewhere in the Store? ;)
Its mentioned in the system requirement for Unity iOS that iOS development requires OSX 10.7.x+ which are the minimum requirements to install the iOS5 SDK which is the minimum to develop for iOS
I like my Visual Studio and Resharper so much that I did wanted to switch to Mac. I got around it by running virtual OSX in WMPlayer. I do everything in Windows. When I get to testing, I push my code to the cloud (Git), run my virtual OSX, fetch the source from Git, build and push to my iPad/iPhone with Xcode. It is not the most legal way (running OSX on VM), and I would not recommend this is if you are a company, but for an indie, this might be the most efficient way to get around. Or you can buy that $$$$$ Mac ;)
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