Testing on iPad?

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OldRod
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Testing on iPad?

Post 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.
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hallsofvallhalla
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Re: Testing on iPad?

Post by hallsofvallhalla »

Muahahahaha welcome to Steve Job's world of twisted ways.




https://www.testflightapp.com/
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Xaos
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Re: Testing on iPad?

Post by Xaos »

Make sure you've got a mac. A newer one.
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OldRod
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Re: Testing on iPad?

Post 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.
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Xaos
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Re: Testing on iPad?

Post by Xaos »

Why would you want a Mac?
Because you want to dev for iOS.
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Jackolantern
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Re: Testing on iPad?

Post 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.
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OldRod
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Re: Testing on iPad?

Post by OldRod »

So even though Unity can build to iOS, I can't do it without a Mac?
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Jackolantern
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Re: Testing on iPad?

Post 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.
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Xaos
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Re: Testing on iPad?

Post by Xaos »

Yeah you need XCode signing to be able to do it. Sorry, man.

http://forum.unity3d.com/threads/unity- ... pc.133465/
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KyleMassacre
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Re: Testing on iPad?

Post 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.
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