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Question by Jix · Jul 26, 2014 at 02:17 AM · iosappstore2dtoolkit

Different builds for different screens in apple store iOS

Hello, this is a bit advanced question about iOS development in Unity.

I use 2DToolkit, it's an asset that saves time and handle GUI and sprites.

In 2DToolkit I can add to the game different sizes for graphics to support different screen sizes (1x, 2x, and 4x). When the game start I detect the screen size and use the x size suitable. But this caused the game to occupy big size on devices.

I read somewhere that app-store can support different builds for different screen sizes, but the complicated guides I found were not for Unity.

Anyone has an idea how to that for Unity? I can easily create 3 different versions of the game, one for each screen but how do I set app-store to detect the user's screen and deliver to him/her the version with the right size?

Thanks

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avatar image Dogg · Aug 11, 2014 at 02:20 AM 0
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Bump, why hasn't anyone answered this? It's been since July!

avatar image Graham-Dunnett ♦♦ · Aug 11, 2014 at 11:16 AM 0
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Probably because it's an Apple issue and not a Unity one. If you have read that "app-store can support different builds for different screen sizes" then the same complicated techniques you use in your Xcode project will work for the Xcode project that Unity exports for you. For a Unity-specific solution, use Asset Bundles.

avatar image Dogg · Aug 11, 2014 at 08:06 PM 0
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Even so, that's not a good reason for no one to post anything. Someone should have told this person exactly what you said, then closed the question. Why leave it open when nobody is going to post?

avatar image Jix · Aug 11, 2014 at 09:12 PM 0
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Unity answers doesn't send me notifications for comments... just for answers.

I'm not an iOS developer and apple guides are complicated to me, is there is an easier guide?

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Answer by smoggach · Aug 11, 2014 at 08:44 PM

Graham Dunnett has the correct answer: " the same complicated techniques you use in your Xcode project will work for the Xcode project that Unity exports for you. For a Unity-specific solution, use Asset Bundles."

Asset bundles will probably suit your needs better (download the right assets after the user installs the app)

Even if you're not allowed to download anything then packing it all into asset bundles will lower your build size.

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avatar image Jix · Aug 11, 2014 at 09:13 PM 0
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I like the idea of packing assets, I'll look more into it. Thanks

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