Book Image

Unity iOS Essentials

By : Robert Wiebe US
Book Image

Unity iOS Essentials

By: Robert Wiebe US

Overview of this book

<p>Unity is the perfect tool for creating games for a number of platforms. Whether it&rsquo;s for the iPhone, iPod Touch, iPad, or some combination of the three, this book takes a practical approach which maximizes performance while maintaining maximum compatibility across the entire mobile device line up.<br /><br />Unity iOS Essentials takes you through all aspects of Unity 3D game development for iOS. Mobile game development means thinking about mobile performance, multiple device screen resolutions, deploying a single application to multiple devices, understanding .NET integration, taking advantage of advanced lighting and culling systems, and integrating a mobile game with a server back end. This comprehensive book on developing Unity 3D games for iOS covers it all and demonstrates the concepts using practical tips, scripts, shaders, and projects.<br /><br />Learn how to plan for supporting multiple iOS devices before you start writing your first script. Consider performance and advanced game topics that will speed up your game development while solving real world problems. Add GUIs, use sophisticated .NET programming concepts, and examine scripts and shaders, interact with servers, and interact with projects that deal with real issues. Unity iOS Essentials provides you with a fully illustrated and fully commented guide for realising your game idea using advanced concepts that work on the iOS family of mobile devices.</p>
Table of Contents (15 chapters)
Unity iOS Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Deploy the App to multiple devices


Once we have configured for deployment to multiple devices, we need to actually deploy and test on multiple devices. This, in turn, means that we need to have multiple devices. Often it is possible to purchase older devices on eBay and new devices from the refurbished section of the Apple store, so that we can stretch our device-buying dollar. We absolutely need to test on as many different classes of physical devices as possible. Of course, it is not always possible to test on all the classes of devices, but we should at least have one device from each screen resolution. The moral here, though, is the more the better.

Note

We are not going to cover the setup and provisioning of iOS devices in iOS Provisioning Portal, other than saying all your devices must be configured and you must have installed the appropriate...