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iPad Gen 1 iPhone5 - Settings to publish both iOS 5 / iOS6 to app store?

Discussion in 'iOS and tvOS' started by Tomo-Games, Oct 25, 2012.

  1. Tomo-Games

    Tomo-Games

    Joined:
    Sep 20, 2010
    Posts:
    223
    Hi All

    My game went live in iTunes for the 1st time a couple of days ago for both iPhone and iPad built for iOS 6 and found out that iPad 1 users aren't getting the game as Apple dropped iOS 6 support for iPad 1.

    What is the proper way to submit iPhone/iPad (iOS Universal) to cover both iPhone 5 full screen and keep iPad 1 (iOS5.1)?

    In Unity 3.5.6f4 Build Settings I would have:
    1. Symlink Unity Libraries: checkboxed
    2. Set Target Device: iPhone + iPad
    3. Set Target Platform: Universal arm v6 -7 OpenGL...
    4. Api Compatibility Level: .Net 2.0 Subset (keep it small)
    5. AOT Compilation Options: Left Blank
    6. SDK Version: iOS latest
    7. Target iOS Version: 4.3 (this means minimal right? E.g. iPhone 5 won't see black bars.)

    I'm using XCode 4.5.1. Would I need to change anything manually here?

    I was thinking I could do an v1.1 update to my game to get it to support some older hardware with a few other improvements for people who already downloaded my game.
     
    Last edited: Oct 25, 2012
  2. Moonjump

    Moonjump

    Joined:
    Apr 15, 2010
    Posts:
    2,572
    Symlink should not be checkboxed for release.

    The Target iOS version is the minimum version supported, the SDK version is the newest supported (always set this to "latest"). 4.3 and latest should support both devices.

    Set Target Platform to arm7 only for a smaller build. Xcode has dropped arm6 support, so this might happen automatically anyway.
     
  3. Tomo-Games

    Tomo-Games

    Joined:
    Sep 20, 2010
    Posts:
    223
    Will do and thanks!