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How can i scale my game & assets for different iPhone targets? (iPhone, 3G, Touch2, 3GS etc)

I've started to reach a point where my app is running nicely on my 3GS but struggling a little on my original iPhone. I'd like to start trying to streamline the game for different platforms and wondered what options i had available to do this, at runtime.

Depending on devices

  • iPod Touch
  • iPhone
  • iPhone 3G
  • iPod Touch 2
  • iPhone 3GS
  • iPod Touch (3GS)
  • ... (tbd)

I'd like to be able to

  • Select different models to use
  • Select different texture resolutions to use
  • Change the shaders to use on certain materials

What is the scope for doing something like this, is the current device accessible in some enum or similar. I have iPhone advanced if i need to use a plugin, but i'd prefer a native unity solution if such a thing exists.

Cheers

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asked Dec 31 '09 at 03:53 AM

jimbobuk gravatar image

jimbobuk
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1 answer: sort voted first

The enumeration is called "iPhoneGeneration". You can read it using iPhoneSettings.generation.

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answered Dec 31 '09 at 07:36 AM

Jessy gravatar image

Jessy
15.6k 72 95 196

awesome!! Cheers. I guess i just need to look at the best way of changing whats being rendered now. I do have some objects which have scripts and extra children added amongst the imported asset hierarchy which complicates doing a complete swop. Changing the mesh being used by mesh renderers and mesh colliders i guess is the only way to go in that kind of a situation? Or making relevant prefabs and instantiating as required could work i guess. It's going to be interesting.

Dec 31 '09 at 01:00 PM jimbobuk

jimbobuk - Thats exactly the use case for the MultiPlatform Toolkit. You can use it to swap, move, scale, edit, and replace various components based on platform.

http://u3d.as/content/owlchemy-labs/multi-platform-tool-kit/2nR

Nov 01 '11 at 04:53 AM gtjuggler
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asked: Dec 31 '09 at 03:53 AM

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Last Updated: Nov 01 '11 at 04:53 AM