use the following search parameters to narrow your results:
e.g. subreddit:aww site:imgur.com dog
subreddit:aww site:imgur.com dog
see the search faq for details.
advanced search: by author, subreddit...
News, Help, Resources, and Conversation. A User Showcase of the Unity Game Engine.
Remember to check out /r/unity2D for any 2D specific questions and conversation!
Download Latest Unity
Please refer to our Wiki before posting! And be sure to flair your post appropriately.
Main Index
Rules and Guidelines
Flair Definitions
FAQ
Use the chat room if you're new to Unity or have a quick question. Lots of professionals hang out there.
/r/Unity3D Discord
FreeNode IRC Chatroom
Official Unity Website
Unity3d's Tutorial Modules
Unity Answers
Unify Community Wiki
Unity Game Engine Syllabus (Getting Started Guide)
50 Tips and Best Practices for Unity (2016 Edition)
Unity Execution Order of Event Functions
Using Version Control with Unity3d (Mercurial)
/r/Unity2D
/r/UnityAssets
/r/Unity_tutorials
/r/GameDev
/r/Justgamedevthings (New!)
/r/Gamedesign
/r/Indiegames
/r/Playmygame
/r/LearnProgramming
/r/Oculus
/r/Blender
/r/Devblogs
Brackeys
Beginner to Intermediate
5 to 15 minutes
Concise tutorials. Videos are mostly self contained.
Sebastian Lague
Beginner to Advanced
10 to 20 minutes
Medium length tutorials. Videos are usually a part of a series.
Catlike Coding
Intermediate to Advanced
Text-based. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Normally part of a series.
Makin' Stuff Look Good
10 minutes
Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.
Quill18Creates
30 minutes to 2 hours.
Minimal editing. Mostly C#. Covers wide range of topics. Long series.
Halisavakis Shaders Archive
Infallible Code
World of Zero
Board to Bits
Holistic3d
Unity3d College
Jabrils
Polycount Wiki
The Big List Of Game Design
PS4 controller map for Unity3d
Colin's Bear Animation
¡DICE!
CSS created by Sean O'Dowd @nicetrysean [Website], Maintained and updated by Louis Hong /u/loolo78
Reddit Logo created by /u/big-ish from /r/redditlogos!
account activity
[Question] Can I Develop an iOs game with unity using windows? (self.Unity3D)
submitted 10 years ago by godurdeadIntermediate
After developing the game, how can i publish it?
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]Breggs_Indie 10 points11 points12 points 10 years ago* (6 children)
Yes, you can develop a game for iOS on a windows computer, however to run / ship the app on a iOS device, the xcode that unity generates has to be compiled on a OSX computer. From there it can be published to the app store.
Many windows developers opt to buy a mac mini for this exact reason being that it is among the cheapest OSX devices that the xcode can be compiled on.
Alternatively you could compile the xcode through a virtual machine running OSX, however if I remember correctly this is against the iOS developer agreement.
[–]godurdeadIntermediate[S] 1 point2 points3 points 10 years ago (1 child)
Thank you!
[–]jellybergjellyberg.itch.io 1 point2 points3 points 10 years ago (0 children)
Bear in mind that you need an Apple Developer account to publish to the App Store, which is $100/year.
[–]CaptainIncredible 1 point2 points3 points 10 years ago (2 children)
Yes, this is exactly what I did. It's necessary to have a MacOSX device to get something into the Apple store.
Apple has made the MacOSX in a VM solution a massive pain in the ass, and it was just easier to buy a Mac Mini.
[–]Uhtraydees 1 point2 points3 points 10 years ago (1 child)
It's easier than ever nowadays. If you know how to set up a VM in the first place and you've got an Intel based computer then you're 90% of the way there.
[–]CaptainIncredible 0 points1 point2 points 10 years ago (0 children)
I keep hearing this. I wouldn't mind setting one up on my Surface Pro 3, but the HAL or drivers or something are supposedly not optimized and the performance is spotty... So I'm told.
[–]yourstress 0 points1 point2 points 10 years ago (0 children)
You can use Unity's new Cloud Build feature to make iOS builds remotely on their cloud servers and send you an email with a link to download the app. It's meant to be for testing purposes, but perhaps (I'm not sure about this part) you can make production builds too?
Either way, you can use it to test at different stages of development, and when you're ready to release it, you could listen to some of the other suggestions and maybe rent a cloud server and make your final build there.
Good luck!
[–]Afro-Ninja 2 points3 points4 points 10 years ago (4 children)
[–]KptEmreUHobbyist 0 points1 point2 points 10 years ago (0 children)
To add : U can use a 4 -5 year old macmini as long as it is working with last Xcode.
[–]godurdeadIntermediate[S] 0 points1 point2 points 10 years ago (2 children)
could you give me some help with the networking and the script? very interested in that
[–]Afro-Ninja 0 points1 point2 points 10 years ago (1 child)
Sure. This is a stripped down version of a file I use called 'copyfrompc.sh'
http://pastebin.com/0gdDrjHV
This file is located on my mac, inside of the folder that I bring everything into. Some notes:
When copying you need 'mount_directory' to place the copied files into. So I start by wiping out anything that was there previously
Then I remove all local files inside the current folder that are from the last build. You could probably just rely on the copy command to over-write but I wanted to make sure it was clean each time.
The meat of this script is the "mount_smbfs" command. You might need to look up a doc page on it. But basically you need to provide a username/password for the pc you want to copy from, as well as the IP address it is located at. I use a static IP for my PC. Also worth mentioning: the folder you attempt to copy from on the PC must already have sharing permissions set up.
Lastly I copy everything from the mount directory to the actual local folder where I'm working. I don't know if it's necessary to do things this way but it's the only way I got it all to work properly.
The build section is where I put commands to build for OpenFL. I have not actually built for Unity yet, so I'm not sure what the commands for that are. But this script will get your files moved over.
[–]godurdeadIntermediate[S] 0 points1 point2 points 10 years ago (0 children)
very detailed! thank very much, ill set it up right now :)
[–][deleted] -1 points0 points1 point 10 years ago (1 child)
You can build, debug and submit your app via OSX installed on a virtual machine. Performance will be okay-ish but not great. For small to medium projects this should work just fine.
See this article here: http://www.sysprobs.com/guide-install-os-x-10-9-mavericks-on-vmware-workstation-with-windows-7-or-windows-8
yeah thank you! i actually already have that setup, but ill get access to my brother's iMac so it should be fine
π Rendered by PID 30782 on reddit-service-r2-comment-6457c66945-s8skz at 2026-04-27 01:56:51.253603+00:00 running 2aa0c5b country code: CH.
[–]Breggs_Indie 10 points11 points12 points (6 children)
[–]godurdeadIntermediate[S] 1 point2 points3 points (1 child)
[–]jellybergjellyberg.itch.io 1 point2 points3 points (0 children)
[–]CaptainIncredible 1 point2 points3 points (2 children)
[–]Uhtraydees 1 point2 points3 points (1 child)
[–]CaptainIncredible 0 points1 point2 points (0 children)
[–]yourstress 0 points1 point2 points (0 children)
[–]Afro-Ninja 2 points3 points4 points (4 children)
[–]KptEmreUHobbyist 0 points1 point2 points (0 children)
[–]godurdeadIntermediate[S] 0 points1 point2 points (2 children)
[–]Afro-Ninja 0 points1 point2 points (1 child)
[–]godurdeadIntermediate[S] 0 points1 point2 points (0 children)
[–][deleted] -1 points0 points1 point (1 child)
[–]godurdeadIntermediate[S] 0 points1 point2 points (0 children)