Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Technicalsamurai · Apr 24, 2012 at 09:37 AM · iosbuildmemorydebug

Unity IOS recommended specs? Should I buy a faster machine? Or What machine are you running for Unity + IOS Pro?

Yes this is a Unity question (albeit 3 in 1) :) I would be most appreciative is you fine folk could cast an eye over my question and perhaps we could turn this into (real world) recommended system specs Q&A

I'm currently running a Macbook 2008 - 2.4GHZ Dual Core with 4GB of DDR3.

Issue #1 - Debug hangs and crashes when trying to attach to running process

When I try to attach a debugger to a running process via Mono it hangs and eventually crashes Mono unless I close down Unity then run the debug command in Mono (thus creating a new instance of Unity with the debugger auto attached). Obviously this slows me down during complex debugging requirements.

Issue #2 - Building to device IOS can be a little sloooow (i can accept if its normal but is 3-4 minutes normal)

Incremental changes are a little tedious to iOS device, probably around 3-4 minutes at a time to run and build. I run what I can inside the editor of course but using Vuforia for example requires on device testing to get a true state of play. i have the symalink thing setup and I don't have development build attached as it does seem to make it take longer.

My questions are :

  • Is this build time to IOS normal / typical from your experiences?

  • What do other developers run Unity + iOS on? e.g. CPU / RAM

  • Would upgrading my machine probably solve my debug hang which I assume is a RAM issue mostly since I typically need a few Adobe products open also?

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Mickman · Jun 08, 2012 at 05:04 PM 0
Share

I'd say RA$$anonymous$$ is good.. more Ram the better. I am wondering how well Vuforia works on ios ? can you have touch gestures on objects while in AR ??

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by dannyskim · Jun 08, 2012 at 09:03 PM

  1. Yes, unfortunately build times are around 3-4 minutes for your machine. I have a MBPro (late 2011 ) 17", 8gb DDR3, quad core-i7, and even with symlinking and stripping out the development build, i'm still sitting at around 2 - 3 minutes with an asset size for my project around 70mb.

One more thing you can do is in the build-settings, set 'build active architecture only' to true, so that it will only build for either armv6, or armv7, whichever you have specified ( most likely armv7 if you've changed yourself ). If you have both armv6 and armv7 selected to build in Xcode, it's basically spitting out two executables for each architecture, which increases build time.

  1. See above for my specs. Even on an older development machine i have ( MBPro non-unibody 2GB Ram, 2.4ghz core 2 duo ) it takes 5 - 10 minutes.

  2. It may help. Running 4GB on my core-i7 machine drastically slowed down Unity purely because of the fact that Adobe products take a ***load of RAM. If you have more than one CS product open ( photoshop, after affects, etc ) it could be a huge hamper on your system.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Binnary Formatter working nicely in editor - but I have crashing after scene load paramteras on both iOS and Android device 0 Answers

Memory footprint worries - Web/Standalone vs iOS 0 Answers

Distribute terrain in zones 3 Answers

IOS conversion Xcode not launching 0 Answers

ios xcode 8 build error with google adbmob, GADMAdapterAdColony, ld: symbol(s) not found for architecture arm64 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges