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Question by rjdfhorn2006 · May 21, 2011 at 01:35 PM · iosappappleappstore

Building an iOS app - what do I need?

I'm planning to build an iOS app to sell on Apple's App store. I'm pretty new to Apple since I tend to stick with Windows - what exactly do I need? I'm currently developing the app in Windows - I plan to port it over to a Mac later and make the necessary changes. I assume I'll need an iOS device like an iTouch to test properly. Is there a license or anything I need to purchase to get the app from Unity to Apple?

Also, what should I take into consideration when building a game for iOS - things such as terrain size, number of polygons/vertices on models, game length, etc. All input is greatly appreciated.

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Answer by Peter G · May 21, 2011 at 02:11 PM

What you need:

  • You need a Mac

  • You need a Unity iOS license.

  • You need to be a registered Apple Developer. (The paid version, not the free one because that won't let you build to the device).

  • You need to set up your Provision Profiles. The Unity docs explain how to do this if you need help.

Note: You probably want to get on a Mac as soon as you can. Saving testing until the very end is a bad idea.

Capabilities:

  • Unfortunately there is a very wide range. Since some devices support GL ES 2 and others only support GL ES 1, you have to decide what systems you want to support.

  • You cannot use terrains.

  • Gl ES 2.0 supports Pixel shaders but remember to use them sparingly still.

  • Vert and Poly counts vary. On GL ES 1.0, you generally don't want to go above 10k. Newer devices have a much higher ceiling.

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avatar image rjdfhorn2006 · May 21, 2011 at 06:55 PM 0
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Thanks

When you say I should stay below 10k vertices, are you talking about the entire game, level, viewing screen, etc?

Which version would you recommend? GL ES 2 or GL ES 1?

avatar image Peter G · May 21, 2011 at 07:55 PM 0
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10k visible at any given time. $$anonymous$$ake sure you use Occlusion Culling since overdraw will kill you otherwise.

avatar image Peter G · May 21, 2011 at 07:56 PM 0
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GL ES 2 vs 1, well all devices support 1, but 2 is much more powerful. You have to decide if you want to cut out some potential customers who only have support for 1.0 to give a better quality game to those who can support it. I'm sure there are statistics out there showing percent of people with at least a 3GS. $$anonymous$$y guess is that the biggest group still using 1.0 is the 2nd gen ipod touch. I don't know many people who have an iPhone before that. But I would suggest looking it up before taking my judgement.

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