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Why the "target texture" option is enabled in Unity iPhone Advance for all the cameras?
Correct me if I am wrong about the ability to render the output from a camera to a render texture in Unity iPhone, but as far as I understand you can not do it, and if you are not able to do it in Unity, iPhone why the option is enabled for all the cameras?
Answer by Jessy · Jan 28, 2010 at 11:54 PM
This is hardly a special case. Every mesh has "Cast Shadows" and "Receive Shadows" checkboxes. You can use shader code that won't do anything (GrabPass and SeparateSpecular On for example). Look at the Quality menu for a whole bunch more examples of useless-in-Unity-iPhone aspects of Unity.
There is a limited ability to port projects between Unity and Unity iPhone. Some stuff just won't do anything, but won't generate an error, either. If all of this was taken out, then you'd have to set up all the Unity-specific options again, every time you used that Editor. (As it is, you can see an example of this annoying-ness: if you go from Unity to Unity iPhone, your iPhone-specific Project Settings are overwritten.) Consider this something like Fallback Shaders.
Answer by Eric5h5 · Jan 29, 2010 at 06:40 AM
It wouldn't make sense to remove it, considering that it can be implemented in the future. I wouldn't expect features to appear or disappear depending on hardware capabilities--I expect them to always be there, but just not do anything if it's not appropriate.
Answer by Jaap Kreijkamp · Jan 29, 2010 at 06:13 AM
I guess the main reason is that Unity iPhone environment is derived directly from the original environment and removing those properties from the panes was too low priority to bother with. Would be nice if they clean it up (and that doesn't have to disturb portability as they can keep the settings in the object state, only don't show it).
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