Unity3d releases IOS’s process – Xiao Bai chapter (1)

  After all, it’s a piece of cake, so the first thing to do is configure the environment. I’m using Unity 2018.2.1f1, Xcode 9.4.1, MAC 10.13.4. (You don’t have to use mac, wind to publish Xcode projects with UnityOws can also be released, but the released project will eventually need to be opened with Xcode software on the MAC computer, as we’ll see later). Apple’s development process did not touch the time feel: grasp grass, apple so tall things, feel so complicated and complex ah! When you successfully publish aWhen you are in the product, you will feel: This is the shit of Ti mo. Emmm. Sorry, I was wrong. It was “dead things”. Just remember.

  The first part is the setup part of unity editor.

  Publishing IOS doesn’t require a lot of things to configure like Android, just install the official build tool, and then let you install something online the first time you switch to ios, a little slower, just be patient.

  Then select PlayerSettings.

  This is very similar to the release of Android. What needs to be set up is from top to bottom.Corporate nameandProduct nameIconWait, look at your mood to fill in, the following icon, resolution and presentation, splash image is to see the mood to fill in. Debug don’t care about that.

  Mainly look at otherSetting

Main settings:

bundle identifier This is the bundle ID of the app you created on Apple Developer’s website (which will be written in the next article, the next one needs to be prepared: Apple Developer Account).

Other settings in the middle look at your mood.

Look at the following two properties: Target Device (your target device, see your project requirements change), Target SDK (the first is real machine debugging, the second is simulator debugging). These are the main settings.

 

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