Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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
1
Question by tkotch · Mar 01, 2010 at 02:54 AM · iosrequirements

UIRequiredDeviceCapabilities... how to test?

I'm struggling to discover how to test the UIRequiredDeviceCapabilities for iPhone. I can edit my Plist file, I can build my game in xCode. But I can't seem to test the values I added. I'm testing on an iPod Touch 2nd generation. And I'm assuming that by adding "telephony" as a required capability that the app won't install or load on my iPod. Despite my best efforts, I am able to install the game consistently. (This really frustrates me because in previous app store submissions you could select something like "iPod Touch 2nd Generation or Higher" in iTunes connect.) So my question is. How the bleep do I test this property file? Can I only really test these entries after it's up on the app store? (that would be quite silly IMO)

-Tom

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Thom Denick · Jan 31, 2011 at 07:15 PM

OK, so I know this was asked quite a while ago. But it's a decent question so I'll handle it now.

Restricting the device requires that you add a bit to your Info.plist which resides in your project in XCode. Unfortunately, it appears that Unity overwrites this file everytime you build (as far as I can see), so you need to do a couple of things to get it to properly block devices via UIRequiredDeviceCapabilities.

1.) Build & Run your project from Unity.

2.)Once you are in Xcode, you can stop your project from running and Quit XCode (currently my version of Xcode cannot build more than once when launched via Unity. I suspect other have this bug, so this step is to ensure you don't have any building problems.)

3.) Now that you have quit Xcode, relaunch Xcode and select the correct project from the Wizard.

4.) On the left side of Xcode you will see a tab called "Groups & Files" You should see a file called Info.plist on the left side. Select this file.

5.) The easiest way to add the UIRequiredDeviceCapalities is to Right Click on Info.plist -> Open As -> Plain Text File.

6.) At the bottom of the file you should see a tag that looks like this: . Just before this tag cut and paste the following text in:

<key>UIRequiredDeviceCapabilities</key>
<array>
 <string>armv7</string>
</array>

You can replace "armv7" with whatever restriction you want to apply... Be careful, as if you put something inappropriate, this is a good way to fail your app submission. You can see the entire list of restrictions here:

http://developer.apple.com/library/ios/documentation/general/Reference/InfoPlistKeyReference/Articles/iPhoneOSKeys.html#//apple_ref/doc/uid/TP40009252-SW3

  • armv7 restricts your app from launching on any device before the iPhone 3GS. This includes the iPhone 3 8GB which is really a iPhone 2 8GB.
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

No one has followed this question yet.

Related Questions

What are bare essentials for iOS development? 2 Answers

Android performance VS IOS 1 Answer

How Powerful of Mac required for iOS developement 0 Answers

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Problem with WWW with Unity 5 0 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