![]() ![]() If not, just unplug/re-plug the usb cable and you should be prompted to TRUST. You can verify this by checking iTunes in windows and if you're able to access the phone from here, all is well. Without this, the device will not appear in the dropdown list when browsing under Edit > Project Settings > Editor.Ģ) iTunes must be installed, and your win machine must be a trusted source (IMPORTANT!!!). If you're missing it you can install it right then and there (option appears). If the 'Build' button is NOT grayed out, it's installed. You can verify this is installed by going to 'File > Build Settings' and select iOS from the list. I did not read through this entire thread so apologies if this is redundant info.ġ) The unity-iphone-build-thing-package-whatever-it's-called must be installed. The touches and accelerometer API in Input is also limited to the mobilesĪfter a bit of troubleshooting I was able to get this working - using an iPhone 7 and running windows 10. The recent addition only changed that the device remotes are no longer limited to their explicit platforms (android remote in a unity android project, iOS remote in a unity iOS remote), you can not use them in games or anything. The remotes only work inside the unity editor. I personally didn't welcome the fact that UT made the Remote working on all project types instead of only mobiles, it has lead to exactly this kind of total unrealistic assumptions on what kind of use it has at all.Īlso, just to clarify that as you brought up the PS3 controller comparision: The PS3 controller is a control device that can be used anywhere on windows as its just a game input. If you don't want to get a mobile license, then please do no mobile development, cause you have no itnerest in it at all obviously, otherwise you would be eager to get it running on the device as fast as possible ot get an idea if the experience is of any use and playable at all (usage wise and performance iwse) Argue with that point as much as oyu want, but cheapsaking and doing half arsed work like this (doing mobile dev by remote, laughable), is the reason why Apple tried to shut out middleware from iOS in 2010, to avoid exactly this kind of stance which results in software thats not opted and making the best out of the device. You are thinking about and potentially preparing to go to mobile, but you don't develop for it. The pc is not able to replicate the ps3 or iOS behavior, performance and memory limitations, if there is a problem with reasoning here then with you missbelieving that remotes etc allow you to develop for mobiles without mobile licenses and testing on device.Īlso, as long as you don't have the corresponding license, you are just not developing for the mobile. Its fine to do initial input testings, but anything that goes beyond fast prototypes to test something requires deploy to the device to experience the input. The remote only renders and image and sends input and the image it sends is directly what you see in the game window, not the resolution the mobile would have etc so without a mobile license not even the resolution might be right / meaningfull. The same holds for the remote, the experience you get has little to nothing to do with really running on the device as the performance normally is worse, more laggy and different as NOTHING is running on the device. if you hook up the ps3 controller to the pc, its a pc controller, not the ps3 one anymore, it has characteristics and behavior as any other pc controller. Are there any plans to have the Asset Server on Windows? That's something I'd like to have to because I have a couple of Windows servers but no Mac servers (so when I want to team up I'd have to rent a linux box which I'd really like to avoid -) ).Click to expand.And its exactly as meaningless if you do this as it would be to use the iOS as remote without a license to test on device aka completely meaningless. and Asset Server might be an issue - I have it running on my Mac, which is nice. So, while I'm a very happy Windows to Mac "convert" (thanks to Unity -) ), I guess I'd recommend using Windows - unless you'd like to try a different OS -) I guess on the Mac, things will run smoother almost automatically (which in the end is due to a much less heterogenous hardware/driver environment). ![]() In other words: If you develop on a Windows-machine you'll find out potential issues much earlier in the process which in the end will make it smoother. Click to expand.I'd add to the "Pros" that it's very likely that most people playing your game will have Windows machines, and - at least in my experience - Unity games tend to run a bit smoother on Mac (but that experience might be simply because I got a better Mac than my old PCs).
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