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Simple iOS Build
I just need a simple tutorial on getting a test build to an iOS device; please. I've wasted an hour trying to see the accelerometer readings on my iPod Touch. I can build it, just can't get to the device...at all...and I can't really design/code this idea until I see how the accelerometer variable reads in real time.
silly questions, but do you have Unity iOS basic or pro? And a recent version of xCode and a Apple Dev License?
You should get accelerometer readings from UnityRemote without the need to deploy.
@Gregzo I have access to both. iOS basic is on my home computer; the school's computers all have UnityPro with all rights unlocked except PS3. I had a discussion with one of my professors on why I was having problems and he thought it was likely the mismatch of university still running Snow Leopard and the device I was attempting to dispatch to having a newer version of iOS. He went on to say he would update it, if the school at large let him; they won't do it until the IT department is ready to support it (though we do need the latest in the game design department...erm, yea.) Just doing Android as test builds for now...
Answer by Graham-Dunnett · Apr 16, 2012 at 10:23 AM
If you have XCode set up correctly, then from Unity a Build and Run should get the game running on the device. If this does not work, then it'll help to know what errors/warnings you get from XCode. You will need to have a provisioning profile to allow XCode to generate an executable that can run on your iPod Touch. If you have an Apple iOS Developer license then you should be able to get XCode to create a provisioning profile for you. (XCode will talk to Apple servers, upload the device id of your touch, install the necessary certificates and then fetch the provisioning profile which ties these things together.)
I know this is not a tutorial... This is more Apple's domain than Unity's.