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Removing "Development Build" Text in iOS Simulator

Discussion in 'iOS and tvOS' started by doggan, Mar 5, 2014.

  1. doggan

    doggan

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    Even with the "Development Build" option turned off in Build Settings, when building for the iOS Simulator (SDK Version in Player Settings is Simulator SDK), the "Development Build" text appears in the bottom right corner.

    I am trying to take native resolution screenshots for the App Store, so I would like the text to be gone.

    Is this a Unity bug?

    Thanks.
     
  2. musikit

    musikit

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    I donno if it is a unity bug or not but i had the same problem. i donno if i reported it or not. i only needed 1 screenshot from the emulator and where i needed it was black anyway so i opened it in photoshop and just deleted the "development build" text.

    you are not alone.
     
  3. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    No, it's not a bug. You'd never release a simulator version of your game, so it's always going to be a development build. Can't you take screenshots on your device by pressing home and the power button? That's what I do.
     
  4. doggan

    doggan

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    This doesn't work too well when you need a screenshot for a resolution of a device that you don't own.

    If it's not a bug, it's a strange design decision seeing as how it completely ignores the 'development build' flag in the Unity editor. Obviously simulator builds would never be released, but you could also change build settings in Xcode to make a non-simulator build that should theoretically never be released, yet still has the 'development build' text OFF.

    The current specification feels like Unity is trying to protect developers from something that doesn't need protecting from.
     
  5. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    As an illustration, the development version of the web player plugin has "development version" hard coded into it. It's the player that has the message. You can make content that injects this message into the non-development version, but you cannot turn off this message from the development plugin. iOS is the same.

    Who'd release a game on a device they don't own? Get one of your beta testers to generate the screen shot for you.
     
    Joe-Censored likes this.
  6. doggan

    doggan

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    This is a very common thing, actually. Especially with Android development as it is almost impossible to own all the different devices and screen sizes.

    As long as you make the game and UI resolution independent, and test for the lowest spec device, there is no need to own every device. If it runs on the original iPad at 60fps, it will run on retina iPads at 60fps. Of course you have people testing on as many devices as possible, but it's very unlikely that you can test on every one.

    Also, it's not practical to request the testers to take screenshots for your application. It's like a film director asking a film critic to set up all the camera angles and direct a scene. :p There are certain moments that you want to capture, so it is not possible to delegate this to someone else.

    Anyways, thanks for your time. I just wanted to take some high res iPad retina screenshots. I guess I will use the simulator and photoshop out the development build text... :/
     
    Schneider21 and StevenMcS like this.
  7. ayyappa

    ayyappa

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    As we need to upload different screenshots(4,5.5,4.7 inch screens) Its easy for developers to take screenshots from iOS simulator just by setting the simulator type.
    Strange thing is even if I set the development build flag to off even its not going off.
    At-least this needs to be followed in simulator as no one will distribute their simulator build.

    We can get it from testers on different devices but we can't guarantee the screenshots from same location with in the game from all of them!

    Please just have a consideration on this!
     
  8. amasinton

    amasinton

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    This is frustrating and a bit 'un-Unity-like' - particularly Graham's second response - in terms of its implied attitude towards small developers.

    I love Unity and have used Unity Pro almost daily for years. I hate to sound prickly here, but the official response to this really got to me.

    I build non-game apps in Unity for small, non-profit and heritage-based institutions. Our pool of testers is very tiny, and no combination of our testers will have all of the iOS devices - particularly so close to the release of major new iOS hardware.

    The ONLY way for me to take the screenshots Apple requires at all of the required resolutions is to run a version of the app in the simulator for each device.

    Obviously I would never attempt to release a simulator-build - but I do have a parallel distribution build for actual devices which I do submit. I just need the simulator version for the screenshots. The 'Development Build' watermark takes hours of my time to Photoshop out of the twenty-five or so screenshots I'm required to post by Apple and my clients.

    How deeply-coded into Unity's source is this watermark that it couldn't be given a flag to allow the user to determine its necessity quickly and released in the next incremental build of Unity?

    Sorry to gripe, but I haven't built an iOS app since iOS 8 went live, and what with all of the device, Xcode, Apple policy, etc. changes - Unity uncharacteristically getting in the way on top of all that is exasperating.

    Please make this little change?!

    Thanks,
    -- Anthony
     
    Schneider21 and Stevynh like this.
  9. r618

    r618

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    the development build text should follow the checkbox / setting int the player settings - otherwise its pointless to have it available
    i've had exactly the same problem with many screenshots that for example apple requires
     
  10. Deleted User

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  11. SoftwareGeezers

    SoftwareGeezers

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    This. Utterly ridiculous to prevent us using the simulator to generate the NECESSARY screenshots for iOS submission. It's also a bit ridiculous to expect everyone to have access to testers with every bit of hardware. The simulator exists to allow testing on devices one doesn't own, so the cost of iOS development isn't $500+ a year in additional hardware.

    There's zero reason to include the watermark on the simulator projects - whoever's running it clearly knows it's a development build!

    Presently, the solution is to photoshop the results, which goes against the principle of the iOS listings where everything you see in screenshots is exactly how it appears on the device.
     
  12. JamesLeeNZ

    JamesLeeNZ

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    Set resolution to target resolution, take screenshot of Unity Game window... thought that was pretty obvious.
     
  13. r618

    r618

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    good luck screenshot-ing from non retina resolution screen/s
     
  14. JamesLeeNZ

    JamesLeeNZ

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    Only resolution I cant do is iphone 6+, which I can easily replicate by using half resolution and scaling up. Anyone would think this is rocket science the way you are going on.
     
  15. r618

    r618

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    If everything that is required is respecting a checkbox - sure )
     
  16. SoftwareGeezers

    SoftwareGeezers

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    According to the Apple docs, you aren't supposed to use upscaled screenshots. Technically, unless you are using exactly the same upscale algorithm as iOS/the GPU, your results could differ. Also, unless Unity is rendering exactly the same, results could differ.

    Creating mock-up screenshots isn't rocket science, but the obvious benefit of not having a watermark is far easier to understand. The watermark literally serves no purpose in the simulator.
     
  17. JamesLeeNZ

    JamesLeeNZ

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    if youve done your job properly, they would not be able to tell if it was upsized...

    a resolution is a resolution.
     
  18. shopguy

    shopguy

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    I don't usually get upset, but wow, this thread is horrible! I'm a one man development team, which I thought Unity cared about, and no way I'm going to spend 3 months salary buying every possible iOS device to test on -- yes, I'm poor! (actually, I feel rich, but I must be poor compared to some here)

    Also, you can't upsize an image without some lose of quality, unless you are making the assumption that your game graphics aren't optimized for large size so Unity is just upsizing them anyway. If my game has pixel perfect graphics at 4096x4096 (just an example) it's impossible to take a 2048x2048 image and scale it up to have the exact same results... if you think it is possible, you must be one of those people that believes those CSI shows where they take a horrible low-res image and "clean it up" to the point it looks amazing and you can read license plates. Either that or you just mean "almost as good", which would be acceptable, except for the fact that it should be a super easy change/fix for Unity, so why do we need to bother?
     
  19. SoftwareGeezers

    SoftwareGeezers

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    If you've done your job properly, you've spent a (considerable) amount of time faffing about with image editing where you could have just had a perfectly usable screenshot come out of the simulator.

    Considering the thing being asked for is mind-numbingly easy to implement on Unity's end (#IF Simulator SDK, Hide(watermark)), and the alternatives involve various degrees of faf on the part of users which, times thousands of users, is lots of pointless man-hours spend achieving the same thing, is it really logical to maintain the status quo, keep the watermark, and have everyone poke and tweak usable screenshots from the simulator on/or editor?
     
  20. JamesLeeNZ

    JamesLeeNZ

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    so to eat my own words, I was wrong.. yaya... lol

    tried up-sizing to get the 6+, lost a lot of quality... I ended up using a resolution of 1777x1000 and upsizing to 2208x1242 in photoshop and it looked perfect though.
     
  21. shopguy

    shopguy

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    Ended up just using screenshots with the text in them :( Hopefully potential users just think it's techy and cool, and not lame/broken and don't install it.
     
    fonko likes this.
  22. Titirez5

    Titirez5

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    Hello,
    Will the "Development Build" label be removed (pretty please) from the iOS simulator or not...? :)
    Thank you.
     
    Last edited: Dec 15, 2014
    albertamg likes this.
  23. therealmattkain

    therealmattkain

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    Another request to please remove the "Development Build" watermark when running in the simulator. In the worst case this should be considered a bug. In the best case this should be considered a poor design choice on Unity's part. You're crippling small (and actually probably most) developers from having an easy and convenient path to generate required screenshots for App Store submission. I've yet to see any argument as to why this watermark is needed. Sure, there are other, more cumbersome ways to get screenshots, but you've taken away the most obvious, direct, and simple way of doing it. Please change this or at least provide a strong argument why it is there. And, yes, the simulator is the most common method people use to get App Store screen caps (this is what I've commonly heard from others, and this is what we did for the last 2 iOS apps we built using Xcode at my position here at UC Berkeley).
     
    shopguy likes this.
  24. unitydev5476

    unitydev5476

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    Disabling the Unity "Development Build" watermark in iOS Simulator (tested in 4.6.4)

    - After building your app, find the "unity default resources" file in the appropriate place on your hard drive. Mine was located in
    ~/Library/Developer/CoreSimulator/Devices/[Device ID]/data/Containers/Bundle/Application/[App ID]/[App Name].app/Data
    - Hex edit the "unity default resources" file. ( I used Hex Fiend. Remember to set Overwrite Mode. http://ridiculousfish.com/hexfiend/ )
    - Search (text mode) for UnityWatermark-dev
    - Right after the name, zero out a few bytes to cause the texture to become invalid. It will no longer appear.

    It's ridiculous that I should have to do this. As mentioned above, we can't all afford the new devices to make screenshots.
     
  25. PixelUser

    PixelUser

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    Graham Dunnett, if its not a bug, then why was the identical issue listed here, and then acknowledged as a bug and fixed by your colleagues for running it in the unity ios simulator:

    http://issuetracker.unity3d.com/issues/ios-simulator-always-displays-development-build

    Guys, do we need a new issue to be raised for specifically the XCODE emulator issue so we can then all vote for it? Or is there one already I can vote for?

    I'm developing my first project. I have tested on iPad3, IPad mini and iPhone5C physical devices. I do not feel it is justifiable to expect to also buy the iPhone 6 family. I have tested the resolutions on all devices via the emulators on a Mac Book pro, so I know the GUI and other features will work. Will we also be expected to buy iPad Pros and iPhone 7's when they come out? Also, what are the chances that an iPAD pro will have a higher resolution that the Mac book Pro, so we might be forced the buy it to submit apps..?!

    I have some localised screen shots, so will have to photoshop dozens of images to remove the "Development Build" text to achieve the iPhone 6 Plus resolution screen shots. Fortunately, all the others can be done on a full HD PC from within the unity IDE (but not on a Mac Book Pro within Unity as the Unity IDE resolution is awful on retina).

    I haven't tried unitydev5476's suggestion yet. I can't seem to find a folder called "/Library/Developer/CoreSimulator" anywhere. unitydev5476, any advice on how to find it for a Mac noob? :)
     
  26. shopguy

    shopguy

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    I think this is a non-issue now.. or maybe I just got lucky? I'm using the latest Unity 5 public release version... and I noticed yesterday this watermark is gone. I wish I could share some links to show... but my 2 apps are currently waiting for Apple's super-long review process, so maybe in a couple weeks.

    That is.. in Unity 5, I don't think the watermark is included anymore. I'm doing my screenshots in the emulator, and no longer seeing it.
     
  27. PixelUser

    PixelUser

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    I was using 4.6.4. I tried 5.0.1 but I get a blue screen after the Unity splash screen has finished. I had just updated to the latest Mac OS.
    I'm not sure if its a code specific issue with my app or a more general issue...I can't see any errors.
     
  28. unitydev5476

    unitydev5476

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    The tilde (~) before /Library is important, it represents your home directory. (I guess it looks like the dashes I used elsewhere, oops) It seems that ~/Library is hidden in Finder by default, but one way to access it is to type "open ~/Library" from a Terminal prompt. It might be easier to copy the file somewhere else, editing there, then copying back. (then you have a copy for new projects, or for when the edit gets overwritten)
     
  29. shopguy

    shopguy

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    ..and if you are really unlucky, ~/Library might even map to a different users' home directory. Maybe something about admin vs non-admin, or "sudo" related, but I had this issue just last week, when I had to locate a sqlite file in that same folder. Wasn't in my ~/Library folder, but found it in another.. maybe related to the fact that stupid Apple Store still will not let me upgrade XCode without entering my 5 year old obsolete Apple ID/Password, even though everything else on the Mac is using my new account/login.

    End user: "How do I find a file on my computer?"

    Tech support: "You'll have to ship your computer to us, this is too complex to explain over the phone."
     
  30. PixelUser

    PixelUser

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    I found the folder with this:

    Open Finder; Go > Home ; View > Show view options ;Tick "Show Library Folder"

    I navigate to here:
    ~/Library/Developer/CoreSimulator/Devices/[Device ID]/data/Containers/Bundle/Application/[App ID]/[App Name]
    (A freshly created folder just after I ran xcode and the emulator). The app name matches too :)
    However, there is not "Data" sub folder. - Any ideas?
     
  31. PixelUser

    PixelUser

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    Ok, all sorted. I found the "unity default resources" file just in a Data sub-directory of the Xcode project itself. I downloaded iHex from the App Store. I edited and saved this file in overwrite mode (zeroing the next 3 bytes after UnityWatermark-dev) then ran xcode - the emulator had lost the water mark! :)
     
  32. Aina Herivonjy

    Aina Herivonjy

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  33. power2k

    power2k

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    @PixelUser: it works like a charm:) Thanks so much for figuring this out!!!
     
  34. enhawk

    enhawk

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    I had this problem for a while and after contacting Unity, they gave me the same advice as above. Watermark begone! Worked perfectly (don't reinstall os, unity etc)