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iPadPro 2017 120hz ProMotion


Where can I find my Apple Team Developer ID for PERSONAL accounts (free)?

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Hi there,

I want to Build & Run to my iPad, for free. For Unity, that requires an Automatic Signing Team ID.

If I had a paid account, it would be under Accounts->Membership on the Apple website. But I don't.

Where can I find this ID if I only have a free account?

This is driving me insane so if anyone can help that would be greatly appreciated.

Cheers!

Cross plattform development

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Hi,

there wasn't a general thread for cross plattform development so ich choosed iOS.
How stable is unity3d with the cross plattform development? I'am a little bit surprised and scared about the realization. I use unity3d on windows for development. There i can use the "System" library which is a windows library. A lot of methods (like arguments for socket for tcp) or concepts are different (this has to be mapped for each system). And at least you can bind dll into your unity3d c# code....

Cross plattform development

Unity and macOS 10.13 (High Sierra)

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Current macOS 10.13 High Sierra support summary:

macOS 10.13 High Sierra upgrade recommendation: upgrade with care
For macOS 10.13 support you have to upgrade your Unity Editor to one of these versions:
- 5.5.5 patch 2 or later (install Visual Studio for Mac for script editing)
- 5.6.4 patch 3 or later
- 2017.1.2 patch 3 or later
- 2017.2.0 patch 3 or later
- 2017.3.0 or later
These...

Unity and macOS 10.13 (High Sierra)

iOS large CPU spike/hang intermittently around AutoReadLockT

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On a couple devices (iPad Air 1 & 2) we are seeing problems with the CPU spiking and locking the main thread. This was tested under Unity 2018.1.8f1.

Using Xcode instruments we have noticed that when the CPU spikes on the main thread there is also another thread showing the exact same spike and it appears to be a graphics worker thread with the entry function being GfxDeviceWorker::RunGfxDeviceWorker(void*).

Both threads effectively stall on "AutoReadLockT" for varying amounts of time...

iOS large CPU spike/hang intermittently around AutoReadLockT

Unity iOS plugin linker error

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Hi, I encountered the following error while trying to build an iOS plugin I created for Unity. Can anyone please help me fix this error and successfully build this app?


Undefined symbols for architecture armv7:
"_Foo", referenced from:
_Bar_Foo_m2346119406 in Bulk_Assembly-CSharp_0.o
(maybe you meant: _Bar_Foo_m2346119406)
ld: symbol(s) not found for architecture armv7
clang: error: linker command failed with exit code 1 (use -v to see invocation)


Here's my...

Unity iOS plugin linker error

GameCenter not Linking GameKit (OSX) - SOLVED

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Hi,

I know many people do not develop for OSX due to the complexities,but after spending many hours implementing plugins and getting my game work correctly to Apple standards I was rejected for the following reason: "The app has the Game Center entitlement without linking against the GameKit framework"

I tried to search forums and found only this thread: some people have opposite problem....

GameCenter not Linking GameKit (OSX) - SOLVED

iOS Bulding Error ( EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=2048 MB, unused=0x0))

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Hi

I am using 5.6.6 version

I have this error

Thread 1: EXC_RESOURCE RESOURCE_TYPE_MEMORY (limit=2048 MB, unused=0x0)

city was compiled with optimization - stepping may behave oddly; variables may not be available.

Option to hide iPhone X home indicator + Edge Protection

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We have adapted our game to iPhone X design and got a feedback from Apple representatives that they suggested to hide the home indicator in game and enable "Edge Protection" (swipe up once to show home indicator, swipe up again to go back home as said here)

I believe it's not there yet in Unity? It will be great if Unity can add this in (just an option below "Status Bar Hidden").

There's a...

Option to hide iPhone X home indicator + Edge Protection

extreamly large ios build and build report problem

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Hi All,
I’ve recently build a iOS test beta and the size happen to be 2gb.
It’s a 2D game and not even half finished. I reckon there must be something wrong with it.
Is there any other effective way I can compress the file for iOS build besides compress each individual sprites?
Also, I have run an editor report after a build, please see enclosed screenshot.
The weird thing is the sum of individual proportion is not equal to 100%, however it says the complete size 1803.2 is 100%.There is...

extreamly large ios build and build report problem

Button to make Phone Call

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Hi all,

Here I am struggling to incorporate the native IOS CALL function into unity. All I want is just to tab on a button and it make a phone call. I've heard about the plugins but I am not sure on how to build the plugins. Any help is much appreciated. T.Q.

Best regards,
Victor Yew

ReplayKit detect preview controller finished.

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Currently the Unity ReplayKit integration does not allow us to detect when the preview controller has been dismissed or alternatively that a preview controller is currently active. We need this functionality to pause/unpause parts of the app while the preview controller is active.

Xamarin and the Prime31 plugin supports this in their implementations, I assume simply through a callback from their implementation of previewControllerDidFinish, but it would be better if we could get this same...

ReplayKit detect preview controller finished.

Native Plugin Interface (UnityPluginLoad Never Called) [Solved]

tvOS gpu instancing - possible or broken?

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I've been trying to get GPU instancing working on a tvOS build and seem to have hit a brick wall, build setting or bug.

I've setup a simple example which just instantiates a cube a few hundred times.

In the profiler in the Editor (Mac OS X 10.13.6) I get
SetPass Calls: 2 Draw Calls: 3 Total Batches: 3 Tris: 8.2k Verts: 16.4k
(Dynamic Batching) Batched Draw Calls: 0 Batches: 0 Tris: 0 Verts: 0
(Static Batching) Batched Draw Calls: 0...

tvOS gpu instancing - possible or broken?

Native crash - InvokeGameCenterCallback


(Need help) Getting the best performance out of Unity Remote

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Hi All!

Unity Remote is a super handy tool, just wondering if anyone has any tips on making it's response time a little better. I understand the delay is always going to be greater than an app running on the device but the lag I'm getting is making it really hard to test and tune aspects of my game that require responsive feedback.

There may be nothing that can be done about this, but I just thought I'd ask here and see if anyone has any tips on getting the most out of it....

(Need help) Getting the best performance out of Unity Remote

Bundle Identifier Keeps Resetting

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Hello,

I'm currently setting up an iOS project and have input my bundle identifier in Player Settings, but whenever I leave them and then come back to them the identifier has reset to com.Company.ProductName and not what I typed in.

Is this normal behaviour or a bug?

Thanks.

Blank Unity project = 600+ warnings on XCode

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Pretty much as the title says... I was just testing some things and I created a blank Unity3D Project, with nothing on it. Exported for XCode > Project > Run on my iPhone and I get more than 600 alerts.

They are basically all located in .cpp files inside the Classes/Native folder and most of them are about "Value Conversion Issues".

So... is this normal? Should I ignored them all? The project does run fine on my mobile, but all these warnings are kinda bothering me.

Unity version: 5.1.2f1...

Blank Unity project = 600+ warnings on XCode

Shader.CreateGPUProgram takes a long time on first startup (iOS)

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We're having this problem of very long loading times on the very first startup of our game (or when restarting the phone, but not when killing the app and reopening it or when reinstalling it).

A check with the profiler shows that Shader.CreateGPUProgram is the problem:
Fresh install: 6053ms
Reinstall: 253ms
View attachment 266515
Can I control when this happens? We disabled loading shader variants and the shaders used at that stage (first scene) are very few.
We do use quite a lot...

Shader.CreateGPUProgram takes a long time on first startup (iOS)

Editor is fine, Xcode build is fine, but release is not! WheelCollider Requires an attached rigidbod

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This is a never seen problem before.
Car with rigid body and CarController script, the CarController script requires a Rigidbody, so the car definitely has a Rigidbody.
In the Editor, the car works just fine, also when building through Xcode, it's fine. Wheel Colliders work as expected.

However when testing the release version, by dragging the app file directly to the Devices, my iPhone, the wheel colliders will not work and throw the usual error message when there is no rigid body...

Editor is fine, Xcode build is fine, but release is not! WheelCollider Requires an attached rigidbod
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