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iOS, "Development Mode" versus "Debug Build"
If you're making an iOS project, here in Unity3D you can select "Development Build"
Whereas, over in XCode,
Select Product menu and then Edit Scheme. Select Run, and for build configuration, you can choose either Release or Debug. So that's how you make a "Debug Build" in XCode.
In fact, how are these two related ? When you select Development Build in Unity3D, will that in fact force XCode to use "Debug Build" ?
When fooling with eg. GameCenter, you need to use the Sandboxed mode and (as I understand it!) this means you must use a Debug Build in XCode. (Although these matters change rapidly and fancifully.)
So indeed, in a word does "Development Build" feature in Unity (upper image here) essentially force through to having XCode use a Debug Build (and indeed the sandbox, and so on).
If anyone can clear this up, thanks !
(Note - obviously I could "try this" but there are so many settings, counter-defaults, meta-choices and so on in XCode, it's difficult to know if you're getting "normal" behaviour. Currently I seem to be stuck in a mode where, no matter what settings in Unity, resulting XCode projects default to "Debug" Build Configuration (Run) in all cases!)
Answer by Bovine · Jan 27, 2013 at 10:43 AM
Development build doesn't relate to debug/release but provides live linking to profiler. I think the output pane in XCode also provides more context as to the location of a crash - i.e. providing script function and line numbers where the crash occurs in scripts.
There's some detail here:
http://docs.unity3d.com/Documentation/Manual/PublishingBuilds.html
If you just debug in Xcode you'll get a debug build and profiler will default to release. For publishing an iOS drop on say TestFlightApp then I always archive the build and then deploy it from organiser, but I order to do so you need to set the release build profile to use your adhoc deployment profile.
"Development build doesn't relate to debug/release but provides live linking to profiler" Great that's what i thought, so thanks.
"If you just debug in Xcode" .. just to be crystal clear, what do you mean there? Literally using the setting I show in the second image, or some particular button or?
With TFA. You know what I do, just build it through. Then in XCode, manually choose the cert that goes with the development profile. Then click archive - and the resulting file drop in to the TFA $$anonymous$$ac app for uploading.
Interestingly, when I say: "Then in XCode, manually choose the cert that goes with the development profile" until about 3 months ago the XCode project would always be set the right way to just click "Archive", but now for some reason it does not have all four build settings settings set to the correct profile (I"m sure you know what I mean) ... always a puzzle.
Anyway thanks you've answered the question .. "Development build doesn't relate to debug/release but provides live linking to profiler"
By "Just Debug" I mean if you just click the Run arrow, I believe debugging is the default for this or rather a debug build with the debugger attached.
For us the Archive build is always set to release, but the default profile is wrong for release - not set to our adhoc distribution profile, so while I can archive and then distribute, in the past such a build would not install.
Btw, we're continuing to use Unity 3.x at present, as although we have 4.x licenses, I am nervous about doing that upgrade.
thanks for that -
re 4.0, that's funny I am always slow to do everything. if it helps - on friday we grabbed the odd imac and put 4.0 on it, and copied projects over.
surprisingly to me, there was utterly no issues, whatsoever. one project was just a 2.5D using 2dtoolkit (I already checked with the 2dT$$anonymous$$ crew and they have been ready for 4.0 since the earliest). the other project was heavily mesh building and surprisingly that was perfect too. (FWIW both iOS only projects) - I guess this is 4.0.1 now)
I was very happily surprised
generally 4.0 is really, really excellent - I was so pleased to see it. I know you'll like it.
one ($$anonymous$$or) issue I thought may come up (not a big issue but the only one I'd heard about). you know how they changed the nature of "nested active" in 4.0. surprisingly everything seemed to work with no change at all, no need to make a change to "set active" or the like. (but then me or nobody I know has ever not-actived an object without doing that in a chain to all below)
indeed I was going to post a question here "Im surprised to see 4.0 is completely trouble free, am I missing something??" :)
I hope it helps.
Thanks again cheers
Wire Whizz has some quality graphics - nice! Look, that is just not available on iPad?? you can literally only install on iPhone?
That's an interesting comment about nested active - we may be disabling bits of a hierarchy here and there - I should read up what that change is.
Personally, I can't wait to jump to 4.x but we're in the middle of a large piece of work I'd like to get completed first. Then we could think about it - but I figure it might provide a little work, perhaps around this nested active issue and then making decisions about whether we want the mobile version to cast shadows...
Ha, Wire Whizz! Well, it should install on an iPad, it used to, but it's not a unified app in terms of making use of the iPad's larger screen/real-estate.
Wire Whizz was something of a labour of love. It is an okay game, with difficult controls. It had a poor title launch and wasn't very popular.
However, Wire Whizz is my own C++ graphics engine, rudimentary that is. Working on 3G and above. Sadly the 3G really needed my to ditch VBOs in favour of a single buffer and doing my own scene graph transforms and drawing that vertex buffer in one draw call, but he ho.
Still it was reasonably polished for a first iOS title and all my own work. The graphics were $$anonymous$$imalistic and what I could do sans an artist. The irony is Unity 1.0 was out and I foolish subbed it - it was a bit buggy - but I wish I hadn't: I spent ages writing rudimentary tech for Wire Whizz. Now I spend my time writing the game and some high-level tech like behaviour trees, pathing algorithms, pooling systems yada yada.
Our current title, hopefully out this year for iOS and OUYA is Darwurm. You can see dev photos and one (very early, SD) video on our Facebook page:
http://www.facebook.com/BovineSoftware
You never know, I fancy doing Wire Whizz II in Unity and making it 1000% better - I think the concept can work, it just needs better tech and more focus on the gameplay and physics.
Cheers
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