On my second cup of coffee here and hope I make sense with my questions here.
After watching the fantastic Smuggle Truck design/build discussions here:
http://learnunity3d.com/2011/04/smug...chniques-talk/
I was perplexed by how they created the iPad/iPhone/Mac OS conditional compilation build all from a single project. Only those assets referenced for that build are baked into the final project that is then sent to XCode.
I'm aware of the preprocessor flags (http://unity3d.com/support/documenta...mpilation.html). I also understand how to use them.
I guess the hurdle(s) I haven't figured out yet are the following.
1. How does one condition the build between UNITY_IPHONE and UNITY_IPAD? Note: there isn't any UNITY_IPAD define that I'm aware of. Within the Unity editor it is not possible to pass in custom preprocessor defines globally. They are scoped per-script. I see the command line option of "-executeMethod …" (http://unity3d.com/support/documenta...Arguments.html) Perhaps that is the magic sauce?
2. How did they conditionally include only unique assets to that particular build? For example, Mac OS X textures would be a higher resolution than those for the iPad and iPhone. Perhaps, this will be answered in question one.
Anyone have any ideas or other forum links that I may have missed?
Note, I have seen this: http://forum.unity3d.com/threads/171...al+Compilation

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