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Unity iPhone Examples [Resources to get you started]

Discussion in 'iOS and tvOS' started by antenna-tree, Nov 3, 2008.

  1. Lars-Steenhoff

    Lars-Steenhoff

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    Here's one level I have created with the help of a Unity demo (not iphone)

    http://www.okimika.com/player/index.htm

    It really helped me get to grips with unity. It showed me how things could be done, while did not have to start from a theoretical way of doing but in a practical ready to start way, very useful.

    Thanks
     
  2. Jeff Aydelotte

    Jeff Aydelotte

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    I've posted a preview of our upcoming tutorial on the company blog: http://blogs.unity3d.com/ Check out the video and let us know what you think.

    The tutorial isn't quite finished, but it's getting close. Keep watching for more information on Penelope and the Demo Team's future projects.
     
  3. Wadoman

    Wadoman

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    Thank you this looks great! I cant wait to dive into it.
     
  4. bumba

    bumba

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    OMG its beautiful !!!

    ...waiting for the first n00b who will release this on the appstore. :roll:
     
  5. Crazy Robot

    Crazy Robot

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    Oh man, that looks great! I could sure use that tutorial! Can't wait!!
     
  6. HiggyB

    HiggyB

    Unity Product Evangelist

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    That first noob will be us this time. We plan on releasing it to the app store ourselves. :)
     
  7. ClamsTheCat

    ClamsTheCat

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    Any word on when this will be done? I would love to use the thumbsticks!
     
  8. HiggyB

    HiggyB

    Unity Product Evangelist

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    It's been submitted IIRC, the tutorial and project are still getting love from the Demo team.
     
  9. outtoplay

    outtoplay

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    Morning All,

    Quick inventory on available Unity iPhone example files... Are the six (6) sample files on the iPhone examples page the only project files available (other than the highly anticipated monster tut coming from Team Demo)?

    I thought that the flying ship example file in the demo movie was available/included in the Unity iPhone trial. If it is around could someone post a link, or to any other loose files that can be dissected.

    Also, side note to Team Demo... not every example file needs to be epic. In fact, often smaller, more specific examples would be appreciated as much or more than the humongous ones that take months to develop. Concepts you may think are rudimentary, are often best digested one at a time, and then assembled into more intricate applications. Opinions to the contrary have been noted, hence this request is from me to Team Demo specifically ':wink:'

    B.
     
  10. antenna-tree

    antenna-tree

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    The "Star Trooper" project folder gets installed by default when installing Unity iPhone. It can also be found here.

    Smaller tutorials, and just more small examples in general, is definitely part of the plan. It's a bit of a balancing act between the two as different people want different things.
     
  11. outtoplay

    outtoplay

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    Thanks Ethan,

    Balance definitely makes sense. You have tier one folk looking for sophisticated training material to push their work into more groundbreaking arenas, tier five folk that just want to make a sphere move, and everyone else inbetween. But the fact is, no new Unity training material has been published in quite sometime small or large. Not a knock, just a scorecard. Being sent off to play with Lerpz does get old after a while.

    In my career I've been blessed with an Artist's soul and cursed with a Producer's scalpel. When actual delivery(not the effort behind it), slows to a halt (note posts as far back as March promising material),then clearly, it's time to reconfigure effort. Perhaps varying the goals, and or scale of the projects to get product out the door is the strategy. But getting them out the door is the job at hand.

    Third party offerings are starting to emerge, and that is a great thing. But I can't help but imagine that much of this is driven more by the lack of company provided training material that the lack of better things to do.

    Hope this doesn't come across too cranky, I just suck at skating round issues. When I produce a spot, I set delivery based on the client's expectation(and checkbook). In the end,he only cares about quality and delivery, not how much effort the team is putting into it. Pleasant or not, if we fall behind on delivery, it means my artists have to pull all-nighters to finish. That's part of life in commercial production. Delivery is everything.

    True, tutorials aren't quite half million dollar commercials, but I treat our PSAs with almost the same ferocity. Can't you imagine how much fun it is to work with me, or be one of my Thesis Animation students... :twisted: And yet, my sections fill up faster than the rest. Could be they're masochists, or could be they know if they survive, they can work anywhere.

    um... yeah, I'm ranting. off to take my meds.
     
  12. jcappelletti

    jcappelletti

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    I have to agree with the sentiments in recent posts about the large scope of the tutorials being very good, but not specific enough for new users. (the gist I got anyway)

    I have done the Lerpz stuff, and I understood it all quite well. I found it all very useful, but still not enough to help me learn what I need to make my game.

    I got a lot of good info already from this section:

    Helpful Code Snippets
    http://forum.unity3d.com/viewtopic.php?p=153668

    And I wish there was a whole bunch more Snippets for basic control functions. The demos that the Unity team make are awesome, but there is a gap for most new users between:
    a.) I see and understand how this example code is put together
    and
    b.) I know what code I need to make my game do _____.

    I am so close to making that connection, but keep missing something. Maybe these missing pieces are so simple to Unity pros that they don't seem worth explaining, but I feel I need more simple code examples. Specifically on connecting iPhone inputs to various triggers.

    I love this program, but there are several walls that I have hit that I think could be easily hurdled with a couple clear and small examples.

    Thanks for your time,

    -JC
     
  13. tatoforever

    tatoforever

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    If you are an experienced programmer or designer, you will find Unity very very easy.
    If you are new in game programming and or game industry, you will find it very difficult, not because Unity is a very hard game engine( in fact unity is very easy ), because you need to know the basis of game creation therms. Like prefabs, classes, material, object/gameobject, components, etc.
    Theses stuff are very common in all modern engines.

    With Unity, once you discover the relationship between gameObject, gameComponent, how to access them, you see that Unity don't have any secrets, the rest are a bunch of classes and methods to help you out make things really quick.
    One thing to keep in mind about the scripting style in unity, is that is very low level scripting in fact unity scripting is 100% Object Oriented. The whole idea is that you have resources in memory and the only way to access them (anywhere in your code) is by reference the instances with the right type.

    Also try to use the Editor hierarchy functionality, i have made things with Unity that are impossible or ultra difficult with any other engine.

    One thing that i really like about Unity is that everything works as expected! Asset integration for example, i have a bunch of broken 3d models that do not work on any other engine, they all works in Unity.
    Keep the hard work and dont stop.
    Sorry for my bad English. :)
     
  14. Shanesta

    Shanesta

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    Still no update to this? wow
     
  15. antenna-tree

    antenna-tree

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    We are sitting on a few finished things until Unity iPhone 1.1 is released (which is very close).
     
  16. Yogan

    Yogan

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    Apr 21, 2009
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    This exemple is not bilding on iPhone 3.1 (on 3.0 works)
    Error: ldr 12-bit displacement out of range (4584 max +/-4096) in _AudioQueueAddPropertyListener$stub in _AudioQueueAddPropertyListener$stub from /Users/sid/Documents/Ivan/Projects/Voin/Assets/iPhone-Match/build/Match.app/Match
     
  17. simon052

    simon052

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    i really want a wifi demo
     
  18. grobm

    grobm

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    I second this request. Interfacing with some kind of iPhone multiplayer woud be really helpful for our games to be competitive n our area of sims.
     
  19. iphonedev

    iphonedev

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    Oct 27, 2009
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    I am trialing Unity iPhone 1.5 and trying to use examples. All seem to be built in previous releases? When I try to upgrade them none of the projects work. They all have errors and deprecated methods and properties?

    When will these example projects be ready for 1.5?

    Thanks.

    Guessing these projects won't be available until my trial is up. It is unfortunate the product seems very promising.
     
  20. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    You can always request an extension to the trial.

    --Eric
     
  21. HiggyB

    HiggyB

    Unity Product Evangelist

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    Please, log bugs against any errors you're getting ASAP. You can do that easily via the Help menu and include details about what's happening. It's easy to assume we know about these things but we might not and tossing a quick bug into the system will ensure it gets assigned for repair.


    As Eric noted you can always drop us a line at sales@unity3d.com and request a trial extension. Just explain what's going on and we'll get you sorted! :)
     
  22. sho

    sho

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    Hi I've just downloaded the iphone-match example and tried to build it but xcode throws up a lot of referencing errors. I suspect this is because I'm building it on the iphone simulator 3.0 and not an idevice. Or have I done something else wrong here?

    These are my build errors:

    ld: warning: directory '"/Users/sho/Downloads/iPhone-Match-2/iPhone-Match"' following -L not found

    ld: warning: directory '"/Users/sho/Downloads/iPhone-Match-2/iPhone-Match/Libraries"' following -L not found

    ld: warning: in /Users/sho/Downloads/iPhone-Match-2/iPhone-Match/Libraries/libiPhoneNetwork.a, file was built for unsupported file format which is not the architecture being linked (i386)

    ld: warning: in /Users/sho/Downloads/iPhone-Match-2/iPhone-Match/Libraries/libiPhone-lib.a, file was built for unsupported file format which is not the architecture being linked (i386)

    "ForceInclude_PipelineManager()", referenced from:
    __Z28ForceInclude_PipelineManagerv$non_lazy_ptr in RegisterClasses.o
    (maybe you meant: __Z28ForceInclude_PipelineManagerv$non_lazy_ptr)

    "UnityInputProcess()", referenced from:
    -[AppController Repaint] in AppController.o

    [and a whole lot more referencing problems..]
     
  23. antenna-tree

    antenna-tree

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    You can't build Unity iPhone games to the Simulator. You need to build them to a device.
     
  24. sho

    sho

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    Ok thanks for your help there. Following that, I've tried building it to my idevice but i run into build errors too.


    Internal error occurred while creating dependency graph: -[PBXTargetBuildContext ]: unrecognized selector sent to instance 0x200c1d3a0


    Can you help me figure out what's wrong? Thanks.
     
  25. Nâora

    Nâora

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    Apr 9, 2010
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    hummm I tried to use the Simulator...
    And it works.
    Go to :
    Edit -> Project Settings -> Iphone Sdk Version
    Use Simulator 3.2.

    Build run (your project). :roll:
     
  26. sho

    sho

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    hey ok after playing around with unity more, I kinda realised how it works and what I was doing wrong. The problem has been solved. Thanks for all the help! :)
     
  27. TommiH

    TommiH

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    Can you tell how you sorted this out, sho? I'm also getting the stream of errors starting with the warning:

    Directory '"[totally existing path]"' following -L not found

    Or if anyone else can help, I'd appreciate that. These errors don't seem to make any sense to me...
     
  28. malinhardly

    malinhardly

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    Aug 18, 2010
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    Hi friends,
    This project is very nice and I made one day to the flesh docs iPhone unit, I do not think it helped us greatly in this regard, but it was a fun idea for an iPhone game and we hope to continue working on it in the future.
     
  29. Hyphen

    Hyphen

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    Could someone please let us know how this was solved. I am still getting the error:

    Internal error occurred while creating dependency graph: -[PBXTargetBuildContext ]: unrecognized selector sent to instance 0x2008b81e0

    When I try to run to device. Currently I am trying to run to IOS 3.0 with "iPhone Device 3.0 | Debug | Unity-iPhone | armv6" selected. I have an iPhone 2G.

    Thanks for any help you can give.

    Edit (Sept 8th): GOT IT WORKING!

    For simulator (as mentioned above): In Unity iPhone 1.7 go to "Edit -> Project Settings -> Player" and select "Simulator x.x" for the " IPhone SDK Version" option.

    For device: This is probably only because I am still working with the 3.x SDK for iPhone, but the fix for the above error was to change the "Target Device" option from "iPhone + iPad" to "iPhone only" (In Unity: "Edit -> Project Settings -> Player").

    Hope this can save other people some time!
     
  30. Cloudscape Studios

    Cloudscape Studios

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    Nov 30, 2010
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    Are there any demos or games that show off what Unity is roughly capable of on the iPad / iPhone 4 hardware? We've seen the Unreal engine and the Rage engine looking beautiful on these devices, but what I've seen of Unity has looked quite primitive in comparison. Though I think this is due to those demos targeting older hardware. So i'm not really sure where Unity stacks up, but would love to find out. Thanks.
     
  31. fanstudio

    fanstudio

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    Hello,

    Where can I find the basic stuff for starting developing on Unity for iPhone - how do I control de character? how do I swipe, etc.

    Thank you
     
  32. FitzSoft

    FitzSoft

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    Is it possible for unity team to make a tutorial for iOS which takes a standard unity 3.3 project and tell us how to convert to iPad?

    Example would be to discuss how to swap controls from keyboard to on screen buttons or joystick. Also to talk about reducing poly count so assets run better on the device.

    The reason for this request is for people like myself who buy unity 3 game kits and want to make an iPad game from them but are not able due to lack of knowledge with unity.

    I believe this would help many people new to unity.
     
  33. Dreamora

    Dreamora

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    Even if you had the knowledge its not possible for gamekits.
    They are normally tailored towards the capabilities you have on the desktop, they either run badly on mobiles or don't run at all cause they use terrains and other things not supported at all on mobiles.

    As for the input portation: The warehouse demo of the unity iphone examples has a dual stick setup which allows you to replicate WASD + Mouse and if you add a tap detection it can also do shooting / jumping.
    The penelope tutorial for iOS shows and explains this even better, its the first stop that should be visited if you want to work on iOS, AFTER you learnt unity (look at the regular unity tutorials to first learn how to use Unity - trying to learn it and learn iOS limitations at the same time can be extremely overwhelming especially if you don't have a general background in the materia from other engines)
     
    Last edited: Apr 6, 2011
  34. FitzSoft

    FitzSoft

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    many thanks.
     
  35. bigdaddio

    bigdaddio

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    One of the issues with iOS is now things are changing again. What was once considered a good rule of thumb is no longer valid. I do not know how many threads will tell you do not use more than X polys or X draw calls on iOS but they are still thinking of the 3G etc. The 3GS and 4 and now the iPad 1 and 2 have really ramped up what you can do.

    One thing that helps me is to build a sample scene, put all the stuff you want in it and run on the target device. I no longer care about anything pre 3GS (and neither does Unreal Engine) The numbers of post 3G phones will more than support your efforts.
     
  36. chrono1081

    chrono1081

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    I noticed the same thing. I took a scene, jammed everything I had in one spot and tested it on an iPhone 4 and 1st gen iPad and everything is silky smooth and I have way more polys than I need or should have according to guidelines in the scene.
     
  37. Buranri

    Buranri

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    Dumb question, but I'm confused - do you need to buy Unity iOS to develop iPhone apps?
     
  38. POLYGAMe

    POLYGAMe

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    Yes... unless of course, you're not going to develop them with Unity ;-)
     
  39. Buranri

    Buranri

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    ...wait what?
     
  40. ldbfrank

    ldbfrank

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    Hi, I am trying the CharacterCustomization example from Unity3D which contains two scenes: Dressing room and VirtualWorld, run the VirtualWorld on iPhone, it could run but at last it will crashed, Instruments and profiler, I found the meshes are always increased and run out of memory. Anybody could help? thanks. Environment: Unity 3.4, Xcode 4.0.2, SDK 4.3
     
  41. Airbusjoerg

    Airbusjoerg

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    Could it be, the OcclusionCulling-Demo is not working anymore? Everytime I load the scene, Unity (iPhone) crashes... (downloaded unity with iPhone functionality a few days ago)
     
  42. Airbusjoerg

    Airbusjoerg

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    Never mind. It was an hardware failure on my computer which caused the crashes.
     
  43. chwu

    chwu

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    试试可以说中文不~~~~