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Unity Cloud good enough to replace Mac computer?

Discussion in 'Unity Build Automation' started by Oana, Aug 28, 2014.

  1. Oana

    Oana

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    I'm considering starting making some iOS games and, as most indies, I have a limited amount of cash. I can either invest it in a subscription-based Unity Pro or a Mac. I have a Windows PC atm. I would rather give the money to Unity rather than Apple for now, tbh ;)

    So, my questions are:
    1. Is Unity Cloud reliable enough to replace having a Mac entirely?
    2. Can I still make debug builds, use the profiler, etc?
    3. Is the beta available for people with subscriptions as well ( I would get the iOS Pro sub as well, ofc)?
    4. Is there anything else I would absolutely NEED a Mac for?

    Thanks. Any additional ideas or concerns are welcomed.
     
  2. StarManta

    StarManta

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    Huh...interesting thought. Could be. Honestly, the answer is going to be "too soon to tell", I think. However, it looks like it is reliable enough to, at the very least, delay buying a Mac until you come across a situation that UCB is insufficient for.

    One weakness (and this might just be me not knowing how to do it) is, I don't believe UCB allows you to modify the XCode project after it builds it from Unity. This means that a lot of binary iOS-specific plugins may not work.

    #2: Doesn't seem like it. If you can use the profiler with a UCB-made build, I haven't yet figured out how.
    #3: I'm on a Pro subscription and have access to it.
    #4: From my point of view, general sanity.... but whatever floats your boat?
     
  3. Oana

    Oana

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    Thanks for your reply! I think you could edit the Xcode project with a post-process custom script... But yeah, it probably is a bit more messy... And the lack of debug mode/profiler could be a real issue
     
  4. hypeNate

    hypeNate

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    @Oana - UCB cannot be used as a replacement for having a Mac computer. You will definitely need a mac in order to develop games for iOS using UCB. Without a Mac, you can't create your mobile provision files, debug on the device, or submit your app to the App Store.
     
    malek256 likes this.
  5. StarManta

    StarManta

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    How do you figure? Isn't that all done on developer.apple.com?
     
  6. hypeNate

    hypeNate

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    @StarManta - parts of it are, yes. But you have to download your cert from Apple and use your Keychain Access utility (on your Mac) to export to p12, for example. Our "Building for iOS with Unity Cloud Build" guide explains all of this in more detail.
     
  7. StarManta

    StarManta

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    Oh, right. That part.
     
  8. Oana

    Oana

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    Thank you very much for clarifying! Guess I'm going with a Mac for now and Unity Pro once I start making money :)
     
  9. David-Berger

    David-Berger

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    Just a few notes @Oana
    • Yes, the beta is also available for pro subscriptions but you need to use it for at leased 12 months anyway until you can cancel the subscription. So just for testing, this might not be what you want but it provides awesome content and it's worth every buck.
    • A mac is always handy when it fits your needs. Especially when you want to debug, profile or publish the app in the end. This can't be replaced by any other device, as it is a crutial part where it needs some attention of the developer using different profiling tools.
    Edit: Just to clarify again, UCB cannot be used as a replacement for having a Mac computer. You will definitely need a mac in order to develop games for iOS using UCB. Without a Mac, you can't create your mobile provision files, debug on the device, or submit your app to the App Store.
     
    Last edited: Sep 1, 2014
    Oana likes this.
  10. Oana

    Oana

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    Many thanks! That pretty much clarifies everything. I will look into buying a Mac. There are some nice ones available for under 400$ (although they are a tad bit old).
     
  11. schmosef

    schmosef

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    I have an iMac I bought in 2009 that works fine with Unity.

    My main dev machine is Win 8.1.

    I have a Unity Pro subscription with iOS Pro.

    Since I'm not working on iOS specific optimization at the moment (focusing on Windows Store right now), I'm using UCB to do test builds for iOS (just to make sure I haven't totally borked my game), which frees up the Unity license my iMac was using to use on my dev machine at home.

    It's pretty cool working from home, 10km from my iMac. I check my code into SVN and soon after I get an email with a link to install the latest version of my game, wirelessly from the clould, directly to my iPad.

    We are living in the future!
     
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  12. Oana

    Oana

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    heh UCB does indeed sound very convenient for making quick builds! While it cannot entirely replace having a mac, it is still really awesome to have.
     
  13. Runnerman12

    Runnerman12

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    I definitely recommend getting a mac especially for testing on ios devices. As much as I wish Unity was the holy grail to publish once to many platforms you still need to make changes across platforms.
     
    schmosef likes this.
  14. Wisteso

    Wisteso

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    I use a 2008 Mac Pro for the iOS side of things, and it works just fine. However, UCB will still dramatically reduce the amount of frequently wasted time spent exporting XCode projects over to the Mac from my PC and then having to add frameworks, build the project, export to IPA, etc... I rarely need a profiler-compatible build unless there are performance issues i need to investigate.

    I think there are ways to use a PC to generate the p12, provisions, etc though. You may not actually need a Mac unless you want developer/debug builds.
     
  15. JDMulti

    JDMulti

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    I tested the whole iOS publishing part except submitting it to the AppStore. I could do the whole road until AppStore without a physical Apple computer by using a VirtualMachine. I'm not sure if that's officially allowed, but it did work. The reason for trying this was after playing with Kivy, which is a Python API for creating multitouch applications, but also for Android and iOS. However the publishing for these platforms can only be done on Linux and Mac OSX, which made me come up with that idea when I saw they had special VM file for Linux. Soon I want tot test what happens if I submit it to the AppStore :)
     
  16. PeteD

    PeteD

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    Get a mac mini! This is around 400 pounds and will connect to a standard monitor and keyboard. This is the cheapest apple development option I have found.
     
  17. toddh

    toddh

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    JD, just to reiterate what Nate wrote above - Unity Cloud Build cannot be used as a replacement for having a Mac computer for iOS development.
     
  18. beeneeweenees

    beeneeweenees

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    I think we get that part, but what about using UCB during development? As it stands, I prefer to develop on my PC. I will have to push this over to my mac laptop and push to my device from there, which is a real pain. Can I just use UCB to bypass this process entirely, until I'm ready to publish to the store?
     
  19. schmosef

    schmosef

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    Yes. I do this all the time.

    You need to use your Mac to create the "p12" and "mobileprovision" files (you only need to do this once per dev account renewal) and provide those files to UCB when you setup the iOS build target for your project. The new UCB beta will even cache those files so you don't have to re-upload them for each project.

    Once UCB finishes the build, you open the UCB site on your iOS device and click a link to wirelessly download and install the game.
     
  20. beeneeweenees

    beeneeweenees

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    Excellent, thanks. This is exactly the info I was looking for!
     
  21. MagnusLu

    MagnusLu

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    I've just started playing around with Unity and have managed to build for Android with UCB. I don't have a Mac. I'm thinking of two options for iOS builds:

    1) Do what minimum I have to on some friend's Mac.

    2) Use something like http://www.macincloud.com, i.e., cloud rental.

    I'd prefer #2 as I could use it anytime from home. Does anyone have any ideas, pointers, experiences to share?

    For testing, I have an iPad mini. That'll do for now.
     
  22. Meatloaf4

    Meatloaf4

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    I have some experience with www.macincloud.com. I used it to build the final version of an application I was working on for a client. Because of the delay to the server it can be somewhat of a pain to do simple things. That being said it is definitely a great tool to get you out of a bind when you don't have a mac. :)

    As for getting around all the provisioning files, I wrote a batch script for windows that takes advantage of OpenSSL to help you in generating all the files you need to get that ios app built.

    Credit to this youtube video for showing me how I just automated all the steps with the script.

    Unity wouldn't let me upload the .bat so just change the .txt to .bat and run.
     

    Attached Files:

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  23. BackwoodsGaming

    BackwoodsGaming

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    I know Nate's post is old, but I was looking for a good guide to help through the iOS configuration for cloud build. I'm new both to developing for iOS and using Cloud Build. I was happy to see him mention a specific guide for iOS having gone through the tutorial and it only shows WebGL. But it seems the guide may have only been available to beta users or is locked away somewhere? I copied and pasted the guide name in quotes and Google couldn't find it. Is there some magic area where this can be found?

    btw.. Really hating Apple for requiring a friggin mac to develop mobile games.. lol I was kind of hoping I could get by with doing everything in my apple developer account online and then bypassing the mac requirement with Cloud Build since video on my old Macbook Pro just died. Going to try some of the workarounds listed here. But if anyone can point me to the guide @hypeNate talked about or one that would be helpful for wrapping ones head around the whole provisioning profile (and other parts specific to iOS cloud build) setup, that would be awesome!

    Edit: Actually I just found the link in another thread in a response by
    @dannyd... For some reason Google didn't pick it up and return in search results. I wonder if maybe those pages aren't being indexed? At any rate, here is the link for those who might be looking... https://build.cloud.unity3d.com/support/guides/ios/
     
  24. schmosef

    schmosef

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    A few months ago I switched from UCB to iOS Project Builder for Windows. It works really well.

    A project that takes hours with UCB, I can build and deploy in just minutes using this asset on my high end PC.

    UCB is still great if you are simulatenously creating builds for multiple platforms.

    But for quick test builds to iOS, there's no contest.
     
    shaderop likes this.
  25. BackwoodsGaming

    BackwoodsGaming

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    Thx... Will take a look. :)
     
  26. KiwiLeeUK

    KiwiLeeUK

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    Is this still the case in 2021? I have UCB subs as well as a ioS developer program. Dev machine is Wintel. Is it still the case that you need to spend 2k on a machine you don't want just to do test build for iPhone and iPad?