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iOS and Android development
with Unity3D

Ralph Barbagallo
Founder, FLARB LLC
Who am I?
The Platform Problem
Why bother with Android?
The Android Customer
Future Platform Shifts
Choosing A Solution

•    Most Platforms With Least Code

•    Licensing Model That Won’t Eat Margins

•    Broad Community Support
HTML5

•    HTML5 Frameworks
      •    PhoneGap
      •    GameSalad
      •    Game Closure, AppMobi, etc.


•    HTML5 Still Sucks
      •    Horrible performance
      •    Gated by mobile browsers
Cocos2d

•    Cocos2d-X
     •    Straight C++ version of Cocos2d
     •    Great 2D library, widely used
     •    Amazing updates and support
     •    No web support
Unreal Developer’s Kit

•    UDK
     •    Don’t need a Mac!
     •    Much better renderer (As of Unity 3.5)
     •    Platform-specific features from Epic only
     •    25% of your revenue to Epic
Cross Platform Options: Misc.

•    Others
     •    Titanium Studio
     •    Corona
     •    Flash
Why I Chose Unity3D: Tech

•    Best support for critical platforms
      •    Mobile (iOS, Android)
      •    Web (NaCL, Flash, Web Player)
      •    Desktop (Steam, Mac App Store)
      •    Console
Tech

•    Native Plug-ins
      •    Can support any platform-specific
           functionality
            •    Amazon App Store
            •    OpenFeint
            •    Write your own plug-in for whatever you need
Support

•    Awesome forums
•    Awesome feedback from support
•    Twitter!
Asset Store
Business Model

•    Business Model
      •    Flat fee per-seat
      •    No rev-share
Brick Buddies
Camera Birds
iOS to Android with Unity3D
Plug-ins

•    Used mostly cross-platform plug-ins

 Access platform specific features (Game
• 
Center etc.)
Platform Specific Code

•    Only spent a few days of re-factoring

•    Swapped out iOS plug-ins for Android

 Combination of runtime platform checks
• 
and #IF compiler directives

•    AndroidJavaClass!
AndroidJavaClass
AndroidJavaObject activity = new
AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<And
roidJavaObject>("currentActivity")!
!
mWindowManager =
activity.Call<AndroidJavaObject>("getSystemService","window");!
      !       !      !       !!
mConfig =
activity.Call<AndroidJavaObject>("getResources").Call<AndroidJav
aObject>("getConfiguration");!
Screen Sizes

•    iOS has 3 aspect ratios to deal with

•    Made interface work in “safe zone”

 For Android’s common 16:10 ratio, scaled
• 
NGUI interface to fit
Performance and Testing
Unity’s Android Test Devices

Unity at SIGGRAPH 2012:
  •    Nexus One (Adreno 205)
  •    Samsung Galaxy S 2 (Mali 400)
  •    Nexus S / Galaxy Nexus (SGX 540)
  •    Motorola Xoom (Tegra2)
Cross Platform Export Tools

•    Per-Platform Asset Settings
      •    Compression settings
      •    Filtering


•    Cache Server

•    Multi-Platform Toolkit
      •    Platform-specific assets
      •    Build-time asset changes
In Summary

•    Best Business Model

•    Widest Platform Support

•    Best Community Support

•    Dead Simple Porting Process
Thanks

Email: ralph@flarb.com

Twitter: @flarb

Blog: www.ralphbarbagallo.com

Site: www.flarb.com

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iOS and Android Development with Unity3D

  • 1. iOS and Android development with Unity3D Ralph Barbagallo Founder, FLARB LLC
  • 4. Why bother with Android?
  • 7. Choosing A Solution •  Most Platforms With Least Code •  Licensing Model That Won’t Eat Margins •  Broad Community Support
  • 8. HTML5 •  HTML5 Frameworks •  PhoneGap •  GameSalad •  Game Closure, AppMobi, etc. •  HTML5 Still Sucks •  Horrible performance •  Gated by mobile browsers
  • 9. Cocos2d •  Cocos2d-X •  Straight C++ version of Cocos2d •  Great 2D library, widely used •  Amazing updates and support •  No web support
  • 10. Unreal Developer’s Kit •  UDK •  Don’t need a Mac! •  Much better renderer (As of Unity 3.5) •  Platform-specific features from Epic only •  25% of your revenue to Epic
  • 11. Cross Platform Options: Misc. •  Others •  Titanium Studio •  Corona •  Flash
  • 12. Why I Chose Unity3D: Tech •  Best support for critical platforms •  Mobile (iOS, Android) •  Web (NaCL, Flash, Web Player) •  Desktop (Steam, Mac App Store) •  Console
  • 13. Tech •  Native Plug-ins •  Can support any platform-specific functionality •  Amazon App Store •  OpenFeint •  Write your own plug-in for whatever you need
  • 14. Support •  Awesome forums •  Awesome feedback from support •  Twitter!
  • 16. Business Model •  Business Model •  Flat fee per-seat •  No rev-share
  • 19. iOS to Android with Unity3D
  • 20. Plug-ins •  Used mostly cross-platform plug-ins Access platform specific features (Game •  Center etc.)
  • 21. Platform Specific Code •  Only spent a few days of re-factoring •  Swapped out iOS plug-ins for Android Combination of runtime platform checks •  and #IF compiler directives •  AndroidJavaClass!
  • 22. AndroidJavaClass AndroidJavaObject activity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<And roidJavaObject>("currentActivity")! ! mWindowManager = activity.Call<AndroidJavaObject>("getSystemService","window");! ! ! ! !! mConfig = activity.Call<AndroidJavaObject>("getResources").Call<AndroidJav aObject>("getConfiguration");!
  • 23. Screen Sizes •  iOS has 3 aspect ratios to deal with •  Made interface work in “safe zone” For Android’s common 16:10 ratio, scaled •  NGUI interface to fit
  • 25. Unity’s Android Test Devices Unity at SIGGRAPH 2012: •  Nexus One (Adreno 205) •  Samsung Galaxy S 2 (Mali 400) •  Nexus S / Galaxy Nexus (SGX 540) •  Motorola Xoom (Tegra2)
  • 26. Cross Platform Export Tools •  Per-Platform Asset Settings •  Compression settings •  Filtering •  Cache Server •  Multi-Platform Toolkit •  Platform-specific assets •  Build-time asset changes
  • 27. In Summary •  Best Business Model •  Widest Platform Support •  Best Community Support •  Dead Simple Porting Process
  • 28. Thanks Email: ralph@flarb.com Twitter: @flarb Blog: www.ralphbarbagallo.com Site: www.flarb.com