Considerations for Unity Release to iOS 1. Development environment
MAC Environment: Xcode Environment 7.2.1
Unity Environment: Unity5.3
2. Basic instructions
First, let me say, this is my experience in the actual use of Unity release to iOS! If you want to publish successfully once, if you want to make less detours, please read my instructions carefully. Because there are more pits!
Since unity is published to iOS in the form of Xcode, it is published to the Mac, so there are a few things to keep in mind when publishing:
1. The published project needs to be debugged with a real machine.
(When I publish, I choose to publish unity to the emulator version, which cannot be run with the emulator after publishing)
2. Unity releases the real machine: Build settings->player settings->other settings->sdkversion Select the real machine (do not know which, can translate a bit)
3. Build settings->player settings->other settings->scriptingbackend Select Il2cpp Support 64-bit
4. Build Settings->player settings->other settings->targetdevice (this option if only iphone is supported, if ipad is supported, When you publish to itunes, you need to submit information about the ipad, such as the ipad. otherwise not online)
5. Build settings->player Settings->othersettings->optmization->api compatibility level If you use a file series of actions, select. NET 2.0
6. Build settings->player settings->company name with product name do not write, audit not through don't complain!!!!
7. Build settings->player Settings->other Settings->bundleidentifier don't write, audit not through don't complain!!!!
8. Before publishing, be careful to set the icon with splash image. If you don't post it, you have to republish it, it's a hassle. (Build settings->player settings->default icon to be set up as well)
After publishing to iOS, it's a Xcode project!
Now, when the release is complete, we need to be aware of:
1. This program can only be debugged by the real machine. (It should not work under the emulator if it is published as an emulator version)
2. If you publish as an emulator version, the project will not run on the real machine!
3. If there is no developer account of children's shoes, can now Baidu (Xcode7 without certificate real machine debugging) according to the method, the Real Machine Debugging Unity program
4. If you have a developer account for children's shoes, you can export the real Machine Debug certificate on the Apple developer platform for real machine debugging
There are many certificates to be aware of:
Real Machine Debug Certificate (when downloading the certificate, you need to add the udid of the test equipment)
Sandbox test Certificate (the Certificate sandbox test test is successful, as to whether the audit can be submitted on-line, not tested)
Publish the certificate (the certificate is used for live)
Each of these certificates is different, it should be noted that a certificate, please request a keychain under your own computer and upload the certificate. Do not generate many certificates with a keychain.
How to generate certificates, and how to use, Baidu a bit specific operation. This is only a pit!!!!
Pit 1: Some children's shoes certificate, after the generation, download to the computer is expired, then click on the system with the certificate, which has a system certificate is out of date, this is because Apple after February 2016, need all the devices are supported 64-bit system, so if your computer has only one this expired certificate, So Baidu this certificate name, download a new certificate. If your computer has two identical certificates, one expires and one does not expire, then delete the expired certificate directly. The name of this certificate is: Apple Worldwide developer Relations Vertification Authority
Pit 2: Program finished, test completed, upload to app story, use Xcode upload project, then, display upload success, in fact, there is no upload success
Solution: Use Application Loader to package the IPA after uploading. (Concrete method Degree Niang)
Pit 3:unity do not use Prime31 Storekit cracked version of the inside purchase plugin!
Reason: Because of this plugin, now the latest online is the 2014. At that time, Apple did not require your program to support 64-bit systems. So, if you use this plugin, sandbox testing can be tested successfully, but you are not submitting it.!! With the 64-bit compiler compiled, this plugin how to toss and not compile the past. Unless you are local tyrants, buy this paid version for $70. Then I have nothing to say.
Here I recommend an apple inside purchase plugin: free, and can be used.
Specific DOWNLOAD Link: http://pan.baidu.com/s/1pLUXLGn
How to use: Drag the AppStore preset into the scene and bind the Buybtn script on the button you want to buy
IAP ID Enter the ID of your purchase (the ID you added in itunes) objname (the name of the object notified after the purchase was successful)
Fun Name (the method to notify if the purchase was successful) actually, this is a sendmessage.
See here, you should also note:
After publishing to Xcode, can I use this plugin or not compile it? Why, because this plugin is used for manual arc release, not using Apple's automatic arc release, so you need to set the class in Xcode to not use ARC release
Note here: Do not use arc for only 3 files if you do not use arc for the entire project, then this program will crash directly
Select Buildphases in the tagets-> of the project in Xcode, select Skproduct localizedprice and Inapppurchasemanager in Complie sources to double-click them, Enter-FNO-OBJC-ARC in the rear (if you cannot find this file can manually add these two files into the Complie Sources, or compile directly, after unsuccessful, here will appear these two files)
In-Purchase test:
Pit 1: Be sure to fill in the bank information, in order to purchase the test, otherwise, can not test bank information need to consult the Bank of your line number!
Pit 2: Your credit card includes your purchase of developer account, in China, must be a dual currency credit card, the full currency of the payment and payment
Pit 3: Add sandbox test account in the purchase! (Local tyrants Please ignore)
Release Notes:
Privacy Policy website: Baidu Library to find an article and then enter the connection can be
Company website: fill in your personal blog address can be
Unityads ads:
This thing, you add in after, it is not good to delete, if added, enter in unity in the ID can be released when the test button click False
Unity Release to Android Considerations development environment
Unity End Unity5.3
Android End Eclipse
Advertising SDK: Baidu Advertising SDK
General description
First, let me say, this is my experience in the actual use of unity released to Android! If you want to publish successfully once, if you want to make less detours, please read my instructions carefully. Because there are more pits!
Since Unity is released to Andorid if you don't take the ad, you can post it directly, and if you're going to pick up another SDK or AD, you need to publish it as Android project in Google Android project:
1. Build settings->player settings->other settings->scriptingbackend Select Monox
2. Build settings->player Settings->othersettings->optmization->api compatibility level If you use a file series of actions, select. NET 2.0
3. Build settings->player settings->company name with product name do not write, audit not through do not complain.
4. Build settings->player settings->other Settings->bundleidentifier do not write, audit not through do not complain.
5. Before publishing, be careful to set the icon with splash image. If you don't post it, you have to republish it, it's a hassle. (Build settings->player settings->default icon to be set up as well)
6. Build Settings->player Settings->publishingsettings->keystore Set, not set is the debug mode, many platforms can not be published. Of course, you can also do package signing in eclipse
7. 64 for Unity seems unable to set splash Image of course it could be a problem with my machine.
8. Advertising Ah, pay for what, do not use the third party unity package. (because the package name does not correspond to your project name when the package is packaged, you will not be able to display the icon and splash after you post it, you need to modify Androidmanifest. XML Settings, There is a great possibility that the functionality in the SDK is not available.)
The Pit in Eclipse
The version of the 1.Android SDK and Andorid development plug-in needs to be consistent.
If not, you create a new project, SRC and res-> layout no files (Baidu download a consistent project file can also, but need to be careful not too old, or not with unity release of the SDK version does not correspond)
2.Unity Call Android Package, you write an SDK want unity to call, need to note is: Hit the jar package, only hit SRC and res folder! Because after the 5.0 version of unity if you pack it all up, there will be a lot of. classes files that unity cannot compile through
The package name for 3.android needs to be consistent with unity.
4.ANDROID-SUPPORT-V4 needs to be consistent with the SDK, otherwise eclipse cannot be compiled by
5. Note the third-party SDK:
This needs to be specific, I first call the Baidu SDK when the ads are all involved, how can not be called out. At first I also suspected that unityplayeractivity modified the activity method, so it cannot be called. After careful observation, found that Baidu's demo, will show the method of advertising written in the Print log method, the special pit. So we need to pay attention!
6.360 platform You must use its advertising SDK, and you cannot bring other ads to the SDK. Including Ads,ads Close is troublesome, need to remove the ads module in the compiler unity is also a pit
7. Unity is likely to go wrong, sometimes you always publish, the general release is not over, you restart the next unity can release the past. It's a pit.
Unity released to Ios,android's various pits