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iOS and Android Development with Unity3D
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iOS and Android Development with Unity3D

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This is my GDCO 2012 presentation.

This is my GDCO 2012 presentation.

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Transcript

  • 1. iOS and Android developmentwith Unity3DRalph BarbagalloFounder, FLARB LLC
  • 2. Who am I?
  • 3. The Platform Problem
  • 4. Why bother with Android?
  • 5. The Android Customer
  • 6. Future Platform Shifts
  • 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!
  • 15. Asset Store
  • 16. Business Model•  Business Model •  Flat fee per-seat •  No rev-share
  • 17. Brick Buddies
  • 18. Camera Birds
  • 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. AndroidJavaClassAndroidJavaObject activity = newAndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic<AndroidJavaObject>("currentActivity")!!mWindowManager =activity.Call<AndroidJavaObject>("getSystemService","window");! ! ! ! !!mConfig =activity.Call<AndroidJavaObject>("getResources").Call<AndroidJavaObject>("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
  • 24. Performance and Testing
  • 25. Unity’s Android Test DevicesUnity 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. ThanksEmail: ralph@flarb.comTwitter: @flarbBlog: www.ralphbarbagallo.comSite: www.flarb.com