To ensure a smooth build, archiving and then push to AppStore, check the following settings.
***** Especially since Apple started demanding that the dev build for its 64-bit ( and 32-bit ) devices.
I'll add more details as I go.
Before making build, while in Unity:
1. Go to Player Settings > Other Settings > Configuration > Scripting Backend, change value to IL2CPP.
Before making Archive, while in Xcode:
1. Go to Build Settings > Architectures, change value ( from probably "arm7" ) to "Standard architectures ( arm7, arm64 )..."
2. Go to General > Deployment Info > Requires full screen, change value to true ( check the box ).
Tuesday, October 13, 2015
Some Shortcuts To Smoothen Unity to iOS Deployment
Wednesday, September 30, 2015
Note: Solving the low frame rate issue on Andriod
Saw this term popping up a lot on Unity Profiler: Graphics.PresentAndSync which was hiking up my GPU.
Solved it by:
1. Changing the V Sync Count in Quality Setting to Don't Sync.
2. Changing the Graphics Level ( in Player Settings > Other Settings ) to Force Open GL ES 2.0 ( instead of Automatic ).
3. Disable any sprites in scene whose alpha is 0.
Solved it by:
1. Changing the V Sync Count in Quality Setting to Don't Sync.
2. Changing the Graphics Level ( in Player Settings > Other Settings ) to Force Open GL ES 2.0 ( instead of Automatic ).
3. Disable any sprites in scene whose alpha is 0.
Wednesday, May 13, 2015
Review: Unity 2D Game Development Cookbook

Some part of the book can go a little too detailed and gamedev-mood-killing for me. If you don't mind reading more technical explanations, this book should be fine for you. I find it useful for referencing purposes.
Would recommend this for those who have zero experience in Unity or game development.
Scores: 7/10
Check out the book here: http://bit.ly/1H4tTGu
Sunday, March 15, 2015
HTML5: Font loading
Load the font you want to use in your page:
NOTE: Make sure that there's no spacing between "url" and the open bracket, such as this:
It'll cause the font not being able to get loaded.
@font-face { font-family: "newFont"; src: url( newFont.ttf ); } h1 { font-family: "newFont"; }
NOTE: Make sure that there's no spacing between "url" and the open bracket, such as this:
src: url ( newFont.ttf );
It'll cause the font not being able to get loaded.
Saturday, January 17, 2015
Bookmark: Solving the MonoDevelop Editor slow/lag problem
( It sure solves the lag problem by a ton~! )
Just disable all the Git related support ( Git / Mercurial / Subversion ), if you're NOT using any of them.
Step 1: Open "Add-In Manager"
Step 2: Look for and expand "Version Control"
Step 3: Select and Disable EVERYTHING~!!!
Btw, I'm still using MD 2.8.2 ( at this moment of writing ) because the latest MD just has to mess with me with its code folding bug. ( > _ < !!!)
Source:
http://stackoverflow.com/questions/1754449/is-monodevelops-editor-slow-for-you
Just disable all the Git related support ( Git / Mercurial / Subversion ), if you're NOT using any of them.
Step 1: Open "Add-In Manager"
Step 2: Look for and expand "Version Control"
Step 3: Select and Disable EVERYTHING~!!!
Btw, I'm still using MD 2.8.2 ( at this moment of writing ) because the latest MD just has to mess with me with its code folding bug. ( > _ < !!!)
Source:
http://stackoverflow.com/questions/1754449/is-monodevelops-editor-slow-for-you
Labels:
C#,
gamedev,
MonoDevelop,
unity 3d,
unity3d
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