Unity iPhone

Designed to improve your iPhone experience.
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Unity iPhone Ranking & Summary

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  • Rating:
  • License:
  • Updater
  • Price:
  • FREE
  • Publisher Name:
  • Unity Technologies ApS
  • Publisher web site:
  • http://unity3d.com/
  • Operating Systems:
  • Mac OS X 10.0 or later
  • File Size:
  • 156.7 MB

Unity iPhone Tags


Unity iPhone Description

Designed to improve your iPhone experience. Whether on an iPhone or an iPod Touch, Unity iPhone gives you the possibility to dazzle your audience using the finest content available in the App Store. Here are some key features of "Unity iPhone": · iPhone-enabled Live Preview - With the iPhone Remote, you can use an actual iPhone or iPod Touch to view and test your game live, right inside the Unity Editor. Just hit Play then test with iPhone in hand. · Seamless Publishing Workflow - Publishing a build for iPhone will create an entire, complete XCode project that just works. Press "Build and Run" in Unity and put your feet up. Relax until your game automatically compiles in XCode, installs, and launches. · High Performance Scripting - JavaScript and C# scripts are compiled to native ARM assembler code during the build process. This gives an average performance increase of 20-40 times over interpreted languages. · High Performance Mesh Rendering - Unity uses packed mesh formats that get every last bit of performance out of the iPhone. We consistently beat GL ES benchmarks by 30-40%. · VFP Optimized Skinning - Unity has custom assembly-coded animation skinning to maximize vertex throughput. All mesh modifications are offloaded to the iPhone's SIMD vector coprocessor so your game can run fast — even with many characters onscreen. · Occlusion Culling - Everybody loves high performance. PVS-based occlusion culling enabled on the iPhone is perfect for squeezing maximum performance out of the iPhone. · Shader Emulation - Mimic the graphical capabilities of the iPhone right inside the Unity Editor for fast WYSIWYG prototyping without any surprises in the final output. · Combiner based shaders - Unity exposes the full multi-texture capabilities of the iPhone. All aspects of the iPhone graphics pipeline can be modified through Unity's easy to use shader language. · PVRTC Texture Compression - Save your multilayer Photoshop files and let Unity automatically compress your images with PVRTC Texture Compression. It's all automatic without a single required click. This greatly reduces memory usage and distribution size, and also improves rendering performance. Requirements: · iPhone or iPod Touch What's New in This Release: Significant Performance Boosts: · Up to 3x faster than 1.0.3. · Performance critical paths rewritten to take advantage of VFP coprocessor, animation skinning is up to 4x faster. · Automatic batching of meshes to reduce draw calls. Built-in Anti-piracy Protection: · Identify if Apple DRM was removed from the application bundle and modify application behaviour accordingly. More Power: · Full support for native Objective C and C++ code opens full access to the iPhone 3.x APIs and custom plugins. · Access to video-playback, on screen keyboard support, and GPS/location services. · Support for 8-texture shading on iPhone 3GS with automatic fallbacks for iPhone 3G. Better Docs: · Detailed instructions on iphone-specific optimizations. · New 150 page tutorial to get you up to speed with iPhone game making. Examples, Assets, and Reference: · Introduced iPhone Standard Assets package. · Heavily updated manual & reference documentation - check out the iPhone section in manual documentation - performance optimization tips, batching, new APIs etc. · Prepared native code integration sample project - check Plugins manual page for download URL. · Penelope Example Project and Tutorial created - see how to create touch-to-move, player relative, and camera relative character controls. Perfromance Optimizations: · Improved Occlusion Culling - now uses less memory and culls more effectively. · Updated Threaded main loop to give some room for OS events processing, if player is very CPU intensive. · Introduced thread based main loop - now you can choose between NSTimer, Thread and OS event pump (CFRunLoop) methods. Thread method is set by default now. · Lots of internal rendering loop optimizations. · Optimized skinning using VFP coprocessor which is significantly faster than GPU skinning (Unity can skin up to 5Mverts/s now). · Optimized animation of bone hierarchies. · Optimized animation system to cope better with big numbers of Animation States. · Improved performance for float arithmetics in Mono scripts. · Improved script call performance when "Fast but no exceptions" optimization is on. · Added 4 bone weights skinning path on VFP. · Added 2 UVset support for 4 bone weights skinning path on VFP. · Added 2 UVset support for 2 bone weights skinning path on VFP. · Implemented alternative main loop (instead of NSTimer) which allows better CPU resource utilization and explicit control how much time OS spends processing events (enabled by default, can be disabled by setting #define USE_NSTIMER_FOR_MAIN_LOOP 1 in AppController.mm). New Features and Improvements: · Added basic copy protection scheme. Use iPhoneUtils.isApplicationGenuine property to determine if DRM was removed. · Application.OpenURL now available for Basic licenses too. · Introduced Maximum Allowed Timestep setting in the Project Settings | Time which allows engine to skip FixedUpdates if frame-rate is low. · Added native plugin support (advanced license feature). Just add custom attribute to your native implemented methods in C# and corresponding implementation to the XCode project. · Exposed full-screen movie playback support to scripts (iPhoneUtils.PlayMovie/PlayMovieURL). · Added support for GPS/location service (iPhoneSettings.StartLocationService / iPhoneInput.lastLocation). · Exposed native iPhone keyboard to scripts (iPhoneKeyboard class). · Implemented native iPhone keyboard input for TextField/PasswordField/TextArea GUI elements. · Exposed all 4 screen orientations as iPhoneSettings.screenOrientation. iPhoneSettings.verticalOrientation is now deprecated. · Added support for vibration (iPhoneUtils.Vibrate). · Exposed number of properties via Editor Player Settings UI (including bundle version and UI interface orientation). · Implemented support for up to 8 texture units in shaders for iPhone 3GS. Added iPhone 3GS emulation in the Editor. Batching: · Automated support for static batching - just mark your objects as "Static" and they will be batched upon building the player or entering play mode in the Editor. No need for additional scripts. · Implemented simulation of dynamic and static batching in the Editor. Now Stats window will display predicted number of draw calls and vertices as if run on iPhone. · Introduced automatic batching for small (less than 300 vertices) dynamic objects if they share same material. Reduces OpenGLES draw-call overhead. · Introduced static batching for objects of any size if they share same material and never change their transform node. Use CombineForStaticBatching script provided with Standard Assets to prepare your game objects for this type of batching. · Updated static batching script to omit normals if they were not included in the original meshes, saves some memory. · Improved static batching setup - it is not necessary to create additional GameObjects for statically batched geometry anymore, instead original GameObject renderer is patched. However you have to use renderer.worldToLocalMatrix/localToWorldMatrix while setting shader parameters instead of analogous methods in Transform component. Not complying with this requirement might lead to shading artifacts. · Editor now spits warnings/errors if static batching or static batching scripts were used with Basic license. Additional Improvements: · If touch has begun and ended during the same frame (in case of a very short tap), then Unity will delay end phase until the next frame so scripts can react to touch correctly. · Improved GC heap management, now typical heap size should be 200-400 KB. · Improved XCode append project functionality. Hidden folders now aren't removed from 'Classes' and 'Libraries' subfolders. · NullReferenceExceptions now should work on OS 3.0 devices. (Just hit "continue" twice if debugger stops on it). · Unity respects your XCode project now. It is not overwritten anymore by default. You can safely add new files, modify project itself or AppController.mm file, Unity will append its things as necessary. Note however that some folders like Libraries, Data, root project folder are always overwritten. · Added splash screen and icon selection to the Project Settings | Player. · Stripping levels order has been changed. New order is following: Disabled, Strip Assemblies, Strip ByteCode, Use micro mscorlib. · All triangles are counted now, degenerate triangles are not omitted anymore in the Editor since they incur performance penalty on a real device (pre 3GS iPhones have no postTnL cache). · iPod Touch 3rd generation device can be detected now. · Removed iPhone unrelated properties from Project Settings. · Vibration invoked in Editor will print debug message in Editor Log. · Reimplemented iPhoneSettings.generation property. Now returns enum instead of a string and supports iPhone 3GS. · Added hideInput property to iPhoneKeyboard class. · Added "half"(4 out of 8 texture stages) of the iPhone 3GS emulation mode which works on nVidia cards. · Improved visual appearance of the keyboard input. · iPhone application display name property exposed in Project Settings | Player. · Improved internal profiler stats. Added GC collection to total duration. · Implemented iPhoneSettings.generation property which allows to query device generation. · Increased default time to process events from 3ms to 7ms in AppController.mm. Improves responsiveness of touch/accelerometer input for some games, but might slightly reduce performance for other ones. · Renamed "Override Audio" setting to "Override iPod Music" in Project Settings. · Error message is shown in the editor if project being built for iPhone contains MovieTexture asset (instead of a cryptic run-time error). · Added "Override Audio" setting to Project Settings | Player which forces iPod background music to be explicitly stopped on application start. · Added internet reachability property: iPhoneSettings.internetReachability. Check this property before making WWW queries. · Added "Done" button to close multi-line and numeric keyboards. Somewhat improved look&feel of keyboard's input field. · Added culling time to internal profiler stats. · Added garbage collector runs to internal profiler stats. · Tweaked the splash screens. Bug Fixes: · Fixed Touch.deltaTime to be reported correctly both at run-time and using UnityRemote. · Fixed occasional halts in some very specific circumstances plus skinning involved. · Fixed static batching scripts to use UV0 instead of UV1 if latter is not present. · Fixed installer to keep standard Unity examples intact. · Fixed svn leftovers in trampoline. · Occlusion culling bug fixes. · Fixed crash in RenderObjectSorter. · Fixed incorrect rendering of scene when UIWindow is created before engine initialization. · Fixed occasional mesh asset import crash when iPhone graphics emulation is turned on. · Small keyboard fixes. · Fixed license text. · Fixed accidental appearing of device location query confirmation dialog. · Fixed performance degradation issue with uncompressed audio. · Fixed iPod music to be respected if started in the middle of the game. · Fixed compressed music to start playing if iPod music was stopped in the middle of the game. · Fixed OS X Snow Leopard crashbug. · Fixed occasional black frame between splash screen and first scene being displayed. · Fixed bug in rendering subsystem that limited texture units to 2 on iPhone 3GS which supports more than 2 units. · Fixed crash in iPhoneSettings.isApplicationGenuine when using NSTimer based main loop. · Projector now supports statically batched geometry too. · Fixed occasional tearing on a projected textures using Projector component. · Fixed Maya asset import when several objects has the same name. · Fixed support for depth offset in shaders. · Made various fixes to scripting references and documentation. · Fixed crash if some objects were allocated before Unity starts. · Made iPod background music to be respected on OS3.0. · Improved WWW class connection failure handling. · Fixed incorrect GUI clipping with GUI.BeginGroup. · Fixed bug when a sound refused to start playing if any other sound was stopped during the same frame. · Fixed bug when incorrect materials were set, if rendering via Graphics.DrawMesh API. · Fixed scale issue with particles rendering in Orthographic projection. · Fixed incorrect error message in the Editor if DOT3 was used. · Uncompressed audio playback now works correctly after movie playback or external interruption (phone call, text message, alarm). · Fixed automatic batching for skinned meshes. · Fixed incorrect ordering of alpha-blended surfaces with automatic batching. · Fixed some skinned meshes being unlit. · Fixed iPhone emulation in the Editor incorrectly reporting that DOT3 is not being supported. · Fixed number of FBX import related issues. · Fixed infinite loop in case when an animation event callback is calling play/stop/change time on the same animation which triggered the event. · Fixed audio crash by preventing AudioSource prefabs to be used without instantiation. · Fixed line renderer crash if lit. · Fixed wrong transparency issue with 16 bit textures. · Fixed 16 bit textures to be used as is without decompression to 32 bit formats in memory. · Fixed occasional monolinker crashes. · Fixed support for Application.CaptureScreenshot. · Fixed audio import dialog to show only related information for mp3/m4a files. · Fixed skybox to be compatible with simple materials which do not define 6 planes. · Fixed iPhoneTouch.position values in the Editor. · Fixed setting volume for compressed audio.


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