Request Unity iphone/Pc compatibility
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Tempest



Joined: 10 Dec 2008
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Location: Hamburg, Germany

PostPosted: Fri Oct 30, 2009 9:53 pm    Post subject: Reply with quote
You can write and (somewhat) test scripts on a PC, but it'd not good method to make an iPhone game on a PC.
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Lostlogic



Joined: 06 Sep 2009
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Location: USA

PostPosted: Fri Oct 30, 2009 10:05 pm    Post subject: Reply with quote
If you could develop on the PC for the iPhone it would be awesome. I have a mac for iPhone work but my powerful rig is a PC. What would be especially cool would be a way to remote compile for the xcode pieces. Wink

For now I create all of my assets on the PC and move them over via the network. The mac I have is slow in comparison and it has some odd key-shortcuts I'm not used to but it does get the job done. I'd probably consider a more powerful mac but then I'd have to buy all my software again (Photoshop CS3, Vue 6, etc.) Not to mention I don't think 3DSMAX even runs on OSX.

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jerrodputman



Joined: 04 Jun 2008
Posts: 92
Location: Placentia, CA

PostPosted: Sat Oct 31, 2009 8:09 am    Post subject: Reply with quote
@Lostlogic: If you got a more powerful Mac, you could get something like VMware Fusion, and run Windows as a virtual machine inside of Mac OS X. I actually do this exclusively now, as I still have to do some Windows projects that require Visual Studio. It won't be as fast as natively running Windows, but it can certainly work decently. I'm currently running Windows 7 at all times in the background so it's there when I need it and hidden when I don't. I'd recommend trying out VMware first before going this route, just to see if you get the performance you need out of it.

It's unfortunate you can't do the reverse (run OS X in a VM on Windows), but that's how it goes.

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Lostlogic



Joined: 06 Sep 2009
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Location: USA

PostPosted: Sat Oct 31, 2009 6:49 pm    Post subject: Reply with quote
jerrodputman wrote:
@Lostlogic: If you got a more powerful Mac, you could get something like VMware Fusion, and run Windows as a virtual machine inside of Mac OS X. I actually do this exclusively now, as I still have to do some Windows projects that require Visual Studio. It won't be as fast as natively running Windows, but it can certainly work decently. I'm currently running Windows 7 at all times in the background so it's there when I need it and hidden when I don't. I'd recommend trying out VMware first before going this route, just to see if you get the performance you need out of it.

It's unfortunate you can't do the reverse (run OS X in a VM on Windows), but that's how it goes.


Yeah, I just can't justify it. I'm still at a negative $ amount for my Mac projects and the PC generates positive revenue with the projects I do on it. I'm also a huge gamer and VM just doesn't hack it when it comes to that kind of graphics power (that I require at least). Maybe this next project will break that trend though. Smile

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Brady



Joined: 25 Sep 2008
Posts: 844

PostPosted: Sun Nov 01, 2009 8:40 pm    Post subject: Reply with quote
Don't forget that for gaming, there's always BootCamp so you can run Windows raw.
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Lostlogic



Joined: 06 Sep 2009
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Location: USA

PostPosted: Sun Nov 01, 2009 10:04 pm    Post subject: Reply with quote
Brady wrote:
Don't forget that for gaming, there's always BootCamp so you can run Windows raw.

I know, but an equivelant mac for what I have in my PC would cost much more than I can justify. I'll consider it if I ever have a game that turns a profit though. Smile

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Brady



Joined: 25 Sep 2008
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PostPosted: Sun Nov 01, 2009 10:42 pm    Post subject: Reply with quote
Lostlogic wrote:
I know, but an equivelant mac for what I have in my PC would cost much more than I can justify.


I hear you there! Macs certainly are WAY more expensive than an equivalently equipped PC for gaming. While Macs may be generally built better (laptops especially), there's an incredible price gap that, in my opinion, greatly exceeds the hardware quality gap. So if you're comparing a Windows box to a Windows-on-Mac box, you definitely need to have some other reason to do the latter to justify the expense.

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dreamora



Joined: 05 Apr 2008
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PostPosted: Mon Nov 02, 2009 7:41 am    Post subject: Reply with quote
The only case where MacPros are actually an option over a desktop is when you are able to fully utilize their high end workstation board based buildup for rendering, video, sound or scientific calculations through CUDA.

I think as a gamer / game dev, its hard to justify costs for anything but the iMac or Mac Mini as only those are within some suitable boarders for what they offer if you have them as second box

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Dan Mills



Joined: 17 Aug 2008
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Location: Derby, UK

PostPosted: Tue Nov 03, 2009 12:17 pm    Post subject: Reply with quote
So can I ask is this still the case that iPhone development is alot easier on a Mac OS than under Windows (PC)? Is it any different now under 1.5?

Not sure I understand the XCode chunks bit? Is it a compiler problem, I thought Unity compiled from JScript or C# to ARM assembly so can't quite see why it would be shortfalled by running under Windows?

I ask because I have a G5 which I was looking to sell to raise the money for iPhone basic and an iPod Touch Gen3 to get started; so is it worth hanging on to still if it's going to be considerably more troubled learning iPhone basic on PC?
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Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Tue Nov 03, 2009 12:48 pm    Post subject: Reply with quote
Dan Mills wrote:
So can I ask is this still the case that iPhone development is alot easier on a Mac OS than under Windows (PC)? Is it any different now under 1.5?


It's just as impossible as it was before, since you still need XCode for building the actual iPhone app, plus all the code signing stuff.

Quote:
I ask because I have a G5 which I was looking to sell to raise the money for iPhone basic and an iPod Touch Gen3 to get started; so is it worth hanging on to still if it's going to be considerably more troubled learning iPhone basic on PC?


The G5 won't be any more useful than a PC, since you need an Intel Mac.

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Dan Mills



Joined: 17 Aug 2008
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Location: Derby, UK

PostPosted: Tue Nov 03, 2009 12:53 pm    Post subject: Reply with quote
Thanks for the quick reply... all good news then Rolling Eyes

I didn't spy the small print on the Apple SDK needing Intel; thanks.

Could we have a larger note to do with Intel based Mac needed, I honestly hadn't guessed it looking through the product page
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Lostlogic



Joined: 06 Sep 2009
Posts: 164
Location: USA

PostPosted: Tue Nov 03, 2009 5:11 pm    Post subject: Reply with quote
Dan Mills wrote:
Thanks for the quick reply... all good news then Rolling Eyes

I didn't spy the small print on the Apple SDK needing Intel; thanks.

Could we have a larger note to do with Intel based Mac needed, I honestly hadn't guessed it looking through the product page

I made the same mistake and bought a used non-Intel Mac tower to start with. Ended up selling it back on eBay and buying a Mac Mini which works wonderfully (after I upgraded the RAM on it using a putty knife and other tools lol.)

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HiggyB
Unity Product Evangelist


Joined: 08 Dec 2006
Posts: 5106
Location: San Francisco CA USA

PostPosted: Tue Nov 03, 2009 8:26 pm    Post subject: Reply with quote
JTBentley wrote:
Putting the Unity 2.5 interface onto the iPhone unity is (I believe) on their roadmap. (Citation Needed Smile)

While I don't have a citation I can confirm that we've stated that we're going to merge the two apps into one, thus bringing the 2.5 UI to Unity iPhone, which will also help remove confusion around licensing. Many folks think they own two licenses, "Unity" and "Unity iPhone" and then complain about why we force them to own a useless (to them) Unity license. The truth is that you own one license, "Unity with Unity iPhone". Having two apps adds to that confusion, having one app will reduce it (along with making the lives of developers just that much easier!). Smile


Dan Mills wrote:
So can I ask is this still the case that iPhone development is alot easier on a Mac OS than under Windows (PC)? Is it any different now under 1.5?

As was noted above, no, that hasn't changed. In the past there was one technical hurdle that's now been removed and that was the requirement for you the developer to build the Unity Remote application, adding to the "you need a Mac" requirement list. Now that app is available for free on the AppStore removing at least that barrier. For now we're not sure what the plans are around moving Unity iPhone to Windows, it's conceivable that we could have it still generate the same XCode project it does now, but so far that's not an effort we have any public comment on.


So, for the time being assume that Unity iPhone will stay Mac-only, any changes in that plan will be shared here and I'm sure well talked about on the forums, Twitter, other sites, blogs, etc. Smile

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