This section covers the most common and important questions that come up when starting to work with iOSApple’s mobile operating system. More info
See in Glossary.
A: Download the SDK, get up and running on the Apple developer site, and set up your team, devices, and provisioning. We’ve provided a basic list of steps to get you started.
A: No, but Unity iOS can build to iPad Simulator if you’re using the latest SDK. However the simulator itself is not very useful for Unity because it does not simulate all inputs from iOS or properly emulate the performance you get on the iPhone/iPad. You should test out gameplay directly inside Unity using the iPhone/iPad as a remote control while it is running the Unity RemoteA downloadable app designed to help with Android, iOS and tvOS development. The app connects with Unity while you are running your Project in Play Mode from the Unity Editor. More info
See in Glossary application. Then, when you are ready to test performance and optimize the game, you should publish to iOS devices.
A: In the scripting reference inside your Unity iOS installation, you will find classes that provide the hooks into the device functionality that you will need to build your apps. Consult the Input page for more information.
A: iOS has a relatively low fillrate. If your particles cover a large portion of the screen with multiple layers, it will kill iOS performance even with the simplest shaderA small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. More info
See in Glossary. We suggest baking your particle effects into a series of textures offline. Then, at run-time, you can use 1–2 particles to display them via animated textures. You can get ok results with a minimum amount of overdraw this way.
A: Physics can be expensive on iOS as it requires a lot of floating point number calculations. You should completely avoid MeshColliders if at all possible, but they can be used if they are really necessary. To improve performance, use a low fixed framerate using Edit->Time->Fixed Delta Time. A framerate of 10–30 is recommended. Enable rigidbody interpolation to achieve smooth motion while using low physics frame rates. In order to achieve completely fluid framerate without oscillations, it is best to pick a fixed deltaTime
value based on the average framerate your game is getting on iOS. Either 1:1 or half the frame rate is recommended. For example, if you get 30 fps, you should use 15 or 30 fps for fixed frame rate (0.033 or 0.066)
A: Yes, if you implement it. Unity iPhone supports the native plugin system, where you can add any feature you need – including access to Gallery, Music library, iPod Player and any other feature that the iOS SDK exposes. Unity iOS does not provide an API for accessing the listed features through Unity scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
A: UnityGUI consumes more resources when more controls are used. It is ideal to limit your use of UnityGUI to game menus or very minimal GUI Controls while your game is running. It is important to note that every object with a script containing an OnGUI()
call will require additional processor time – even if it is an empty OnGUI()
block. It is best to disable any scripts that have an OnGUI()
call if the GUI Controls are not being used. You can do this by marking the script as enabled = false
.
A: Try using GUILayout as little as possible. If you are not using GUILayout at all from one OnGUI()
call, you can disable all GUILayout renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary using MonoBehaviour.useGUILayout = false;
This doubles GUI rendering performance. Finally, use as few GUI elements while rendering 3D scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary as possible.
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