![]() For example, if you want to have Data together with the UnityFramework call, use setDataBundleId: "com.unit圓d.framework" and set the Target Membership to UnityFramework. To change the default bundle where Unity Runtime looks for the Data folder, call setDataBundleId: "com.my.product" on the UnityFramework instance before you call one of the run functions. You shouldn’t make any changes to it.īy default, the Data folder’s Target Membership is the Unity-iPhone target, and Unity Runtime searches for it in the mainBundle. Xcode refreshes the contents of this folder with every build. NET services such as security and WebRequest. dat files) as either full code or metadata, depending on code stripping settings. This folder contains your application’s serialized assets, as well as. Which subsystem is taking most of the frame time.įor more information, see documentation about the built-in Profiler.Unity’s internal Profiler is fast and unobtrusive, and feeds basic information about: However, this function doesn’t support multiple build targets and requires a fixed structure of the Libraries folder. If you select the Append mode, Xcode preserves changes to this folder between builds. The code in this folder doesn’t change often, and you can place custom classes here. For example, it can report the percentage of time spent rendering, animating, or in your game logic. It shows how much time is spent in the various areas of your game. The InternalProfiler.h file also defines a compiler conditional to enable the Internal Profiler A window that helps you to optimize your game. If your Plugins/iOS folder includes_ AppController.mm/h_, you can merge and rename them. More info See in Glossary include AppController.h, you can include UnityAppController.h instead. NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed. You can create your own AppDelegate derived from UnityAppController, or, if any of your plug-ins A set of code created outside of Unity that creates functionality in Unity. Unity stores the entry points of the application in the main.mm and UnityAppController.mm/h files inside this folder. The Classes folder contains code that integrates the Unity Runtime and Objective-C. The Unity-iPhone target has a single dependency on the UnityFramework target. xib files, icons, data, and /ist files, and it runs the library. It includes the MainApp folder and app representation data such as Launch Screens. Unity-iPhone: A thin launcher part in the Unity-iPhone target.It includes the Classes, UnityFramework, and Libraries folders, as well as dependent frameworks, andXcode uses it to build the amework file. UnityFramework: A library part in the UnityFramework target.Project TargetsĮvery generated Unity iOS Xcode project has the following structure and targets: To do this, change the SDK version field. You can also choose whether your app targets the simulator or an actual device. More info See in Glossary (menu: Edit > Project Settings > Player Settings). The Xcode project structure has changed as of Unity 2019.3 to support Unity integration into native iOS applications via Unity as a Library.īefore you build your Project for iOS, make sure that you set the Bundle Identifier in the iOS Player Settings Settings that let you set various player-specific options for the final game built by Unity. You also need to use it to prepare and bundle your game for distribution on the App Store. You need this project to compile and sign your app before you deploy it on a device. More info See in Glossary platform, Unity creates a folder that contains an Xcode project. When you build a Unity Project for the iOS Apple’s mobile operating system.
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