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Mac VS Windows Builds
so i built my game off of an old 14 inch mac book pro i play tested it and tested the built version on mac
it all worked great no lag
then i had it built for windows now my friend has like a $3000 dollar hardcore gaming laptop with like 4 processors and that top of the line radeon grapics card i see him like playing LOL, Starcraft 2, and some other game simultaneously
now we decided to play my game on his laptop thinking his laptop would kick its ass
only when we did play it, it peaked all of his processors and had like gridlock lag -it still worked technically though
then we played it on other windows and it had the same problem
meanwhile the mac version worked every time
is there like something im missing in the build process because i thought it would have made the games efficiency, better, not worse than when playing it in editor view
wow.... like thats the only detail you wanted to focus in on ...brilliant help there mate
Answer by lil_billy · Dec 10, 2012 at 04:13 PM
So im finally going back over a lot of my old questions, seems this one still gets views so I will answer it
Back when i posted this I was unaware of the significance of dynamic typing vs static typing as well as the other corrections unity's 'interpreter' does when compiling code.
They originally made unity to handle 'noob' code by basically guessing what the 'noob' programmer really wanted to say in code. This guessing mechanic in the engine is what led to the instability between Operating systems. The guesses in the code would be different in different OS's so while it would work on one it would break horribly in the other.
This is why they have since added PRAGMA STRICT as a default for any new script. This disables that guessing system and forces the programmer to write code correctly. Since this change there is no longer any difference between OS's in terms of stability. That is so long as you leave PARAGMA STRICK ALONE.
On a personal note i recommend development on Windows for a few reasons, Mac OS is more efficient (i know that will piss some people off to say) so you want to build in windows where your framerate results will be in terms of the lower end (though that is still more to do with the actual hardware of the computer then just the OS). The other reason to do it in windows is because, when it comes to accessibility of other development programs, Mac sucks. More Autodesk applications work exclusively on windows and not Mac for example.
but I can now say there really is no stability difference anymore, I keep my projects on an Ex harddrive and frequently float between mac and windows computers.
Answer by GameGuy · May 15, 2011 at 01:46 PM
Maybe putting a script like
function Awake ()
{
//120 Frames per second
Application.targetFrameRate = 120;
}
in your Scenes will help. This eliminated the processor spikes in my Windowsbuilds.
http://unity3d.com/support/documentation/ScriptReference/Application-targetFrameRate.html
ty ill try that any reason why mac is superior to windows in this regard cause i get nothing but being laughed at by my program$$anonymous$$g bros for having a mac
No reason I dont know your Project, but I would start with adding this tiny script somewere in my Scenes.
so no it didnt work turned it down to 40 and still was crap on windows
As I said your info is very limited, I even dont know what version of Windows your friends have! e.g Win7 has no longer support for OpenGL but you developed it in OpenGL under $$anonymous$$acOS_Whatever, try to play it under WinXP and force the render to OpenGL. Take a look at your shaders(if you use some) are they optimized for OpenGL or for DirectX. Try to test it on diffrent GPU`s ,or maybe You used undocumented Code and thats the problem....
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