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Testing on iPad?
Posted: Fri Sep 05, 2014 5:52 pm
by OldRod
I have a 2D Unity game that I've been working on and I want to try it out on my iPad to see how it looks on a mobile.
Do I really have to pay $99 and register as an Apple iPad Developer to be able to do this? Or am I not seeing something right? I just want to be able to compile it from Unity and get it to my iPad somehow to test it.
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 7:09 pm
by hallsofvallhalla
Muahahahaha welcome to Steve Job's world of twisted ways.
https://www.testflightapp.com/
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 8:54 pm
by Xaos
Make sure you've got a mac. A newer one.
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 9:04 pm
by OldRod
Xaos wrote:Make sure you've got a mac. A newer one.
A pox on thee!!
Why would I want a Mac? :p
Thanks for the link, Halls, I'll check that out.
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 9:37 pm
by Xaos
Why would you want a Mac?
Because you want to dev for iOS.
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 10:17 pm
by Jackolantern
Yeah, there is not much of a way around that. iOS has a fairly sophisticated signing process where only a Mac can sign an iOS app for it to run. There is probably some stuff out there to get around this in the hacker community, but I would still be suspect.
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 10:33 pm
by OldRod
So even though Unity can build to iOS, I can't do it without a Mac?
Re: Testing on iPad?
Posted: Fri Sep 05, 2014 11:17 pm
by Jackolantern
OldRod wrote:So even though Unity can build to iOS, I can't do it without a Mac?
I am not specifically familiar with Unity for iOS, but I know pretty much every other game engine still requires a Mac for the final app signing so it can be submitted.
Re: Testing on iPad?
Posted: Sat Sep 06, 2014 3:11 am
by Xaos
Yeah you need XCode signing to be able to do it. Sorry, man.
http://forum.unity3d.com/threads/unity- ... pc.133465/
Re: Testing on iPad?
Posted: Sat Sep 06, 2014 1:39 pm
by KyleMassacre
I do believe you need OSX to test on some sort of Apple environment. Since I do own Apple computers I haven't really needed to look for an iOS emulator. If you have an intel based machine I don't think it would be an issue of dual booting OSX and downloading XCODE and importing your project.
As far as the $99 subscription fee, that is only to be able to submit your apps to the store for download. So maybe look for a Windows based emulator if you are running Windows or a *nix based one otherwise.