Our iPhone Development Notes (unser iPhone Entwickler-Tagebuch)
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  • I’m a PC

    Geschrieben am März 28th, 2009 Stefan Schwarzien Keine Kommentare

    If you ever thought about what machine to buy, this might help making a decision :D

    I’m a PC

  • Increasing performance on the iPhone

    Geschrieben am März 20th, 2009 Stefan Schwarzien Keine Kommentare

    After finding our game not running as fast as we expected, I dedicated the last 3 days of work on finding ways to increasing the performance.

    There are 2 issues which have a heavy impact on the framerate. Drawcalls and Physics.
    Both have several roots and solutions.

    For the graphics part you should decrease the drawcalls as much as you can. Since every object has its own drawcall it doesn’t take too long to have several hundreds of themm, which is by far too much. What you want to do now is combining them. Basically telling Unity to draw them as one object. This only works for objects that share the same material, so you might consider using the same texture with some fancy UV layouts for several objects. You start by creating an empty gameobject and assigning the desired objects as its child. Next you need the CombineChildren script, which is found in the Standard Assets.unityPackage and assign it to the gameobject you created earlier. Tadaa, all those objects will be drawn in a single drawcall now.
    If you’re working on a 2d game you also might consider using the SpriteManager class, which is a convenient way to draw lots of sprites in a single call. It supports UV-Animation, Billboarding and other goodies you might enjoy.
    You can optimise your lightning by creating lightmaps for your meshes in your 3d composing tool instead of using dynamic lights, since Unity has no baking function.
    Another rather unlikely scenario is a too high polycount. But remember just in case: it’s an iPhone, it has a tiny display, you won’t even see that much of a difference between 500 and 2000 poly characters, and even if, it’s still just a phone. :)
    That said you should be fairly well if you stay within this stats:
    Drawcalls < 30
    Polycount < 10k

    As for the physics, if you’re using a lot of physical objects, you should consider using the simplest collider you can (e.g. enabling Convex mode on MeshColliders, using SphereCollider instead of BoxColliders)
    If this doesn’t help, you have the possibility to decrease the precision, or increase the collision checking interval. Head to the Menubar>ProjectSettings>Time and increase the Fixed Timestep. Remember that decreasing the physics precision can lead to penetrating objects, objects getting stuck in each other, and other graphical impacts, so you should thoroughly test which works best for you. If you still want to get more out of it you can consider slowing down your gameplay. While doing this you can increase the Fixed Timestep even further.

    Fixed Timestep Defaultvalue: 0.02

    That sums it up. You can find more detailed explanations and help in the Unity Forums and the irc channel #unity on freenode.org

    Happy coding

  • Fun: Apple Compatibility

    Geschrieben am März 19th, 2009 Benjamin Nitschke Keine Kommentare

    Just in case you are bored like I am right now .. ups, getting back to work ..

  • iPhone 3.0 will finally allow copy+paste

    Geschrieben am März 18th, 2009 Benjamin Nitschke Keine Kommentare


    Lol, I had to laugh when I read about this:
    iPhone 3.0: Push Notifications, Copy and Paste, MMS, and More

    Our game is coming along quite nicely btw, we solved most performance issues and are testing on the iPod and iPhone heavily (prior to this we could only test on the simulator, which ran much faster .. strange).

  • iPhone/iPod testing

    Geschrieben am März 13th, 2009 Stefan Schwarzien Keine Kommentare

    So we eventually got our distribution keys after ~1month of waiting. Apple really disappointed us in that matter. And after figuring out how to get our application run on the iPod took us half a day. The setup is not exactly intuitive. You have to go back and forth from the Developer Portal on apple.com, the XCode IDE, Keychain and whatever else.

    So now we can actually Build & Run our game from within Unity3D on our iPod, and not a second to early. Lots of issues showed up, some of them being casual freezing, not switching to wide-view, frame dropping, and not running as fast as we expected. Hopefully they will all be sorted out by the end of the next week as the deadline draws nearer and we dont plan to push our release back.

    Also, for some reason, the live preview feature doesn’t work at all, i’ll have to dig into that, because compiling and running the application everytime is pretty slow and bothersome, and doesn’t easy the process of debugging in any sense.

    So far so good,… i’m glad it works at all.

  • Wir sind drin! #offizieller iPhone Entwickler

    Geschrieben am März 13th, 2009 Karsten Wysk Keine Kommentare

    Endlich ist es vollbracht – nach wochenlangem warten (insgesamt hat es nun fast einen Monat gedauert) und zahlreichen emails hin- und her konnte ich gerade endlich unseren Account aktivieren und wir sind nun stolzer offizieller iPhone Entwickler!

    Dann wollen wir mal hoffen, dass die bisher entwickelten Sachen nicht nur virtuell sondern auch real auf dem iPhone laufen …

  • iPhone Development Application Process

    Geschrieben am März 5th, 2009 Karsten Wysk Keine Kommentare

    … über den darf ich nicht schreiben – ich habe nämlich gerade keinen Überblick was für NDAs wir schon alles unterschrieben haben :)

    Deshalb rege ich mich einfach mal über einen völlig anderen und ausgedachten Prozess auf. Wir nennen ihn mal den “Zune-Developer-Prozess” :)

    Warum muss das immer so lange dauern? Im Internet anmelden, dann wird man angeblich angerufen (passiert aber nicht), dann muss man seine Gewerbeanmeldung hinfaxen (die aber angeblich nciht ankommt) und dann muss man komische mails beantworten, die für “Documentation” fragen.

    Zum Glück kommen unsere Proggies auch ohne den “Zune-Zugang” gerade gut zurecht und voran. Aber so langsam könnten die mal vorankommen. Dauert schon >2 Wochen … zune80