Posts by Joachim Ante

Unity iPhone App Store Submissions – Problem Solved

Recently some Unity customers who have been very anxious to get their game approved by Apple for listing in the app store have received a disappointing rejection notice by Apple because they use something that was not approved by the Apple rules.
As it turns out, the Unity iPhone application was accessing those non-public functions through the Mono runtime which is a third party piece of code we use. Therefore, some of our customers had the bad experience of seeing their application be rejected.
We have been working on hard on this issue as it stalls and affects our iPhone developer customers. We were able to correct the issue just 2 days after we first heard about it and delivered that fix to those that had reported the problem. Many of them have already resubmitted their application to Apple.
We will be releasing this new version, Unity iPhone 1.5.1, sometime next week. In the meantime, you have a need or concern, please contact support@unity3d.com and request an iPhone build with this issue fixed.
Note that Unity games already on the app store are not affected by this.

Recently, some Unity customers who have been very anxious to get their iPhone game approved by Apple, have received a rejection notice because they use something that was no longer approved by the Apple rules.

We have been working hard on this issue as it stalls and affects our iPhone developer customers. We were able to correct the issue 2 days after we first heard about it and delivered that fix to those who had reported the problem. Many of them have been already resubmitted their application to Apple. The first Unity game to completely pass the App Store Submission Process is “Star Wars: Trench Run”.

We will be releasing this new version, Unity iPhone 1.5.1, publicly on our website sometime next week. In the meantime, if you have an urgent need or concern, please contact oleg@unity3d.com and request an iPhone build with this issue fixed.

Note that Unity games already on the app store are not affected by this.

For those who are interested here are the technical details:

The reason why Unity authored games (amongst other applications) have been rejected is that Apple recently has begun using special tools to check against usage of private APIs. The main reason for restricting private API usage is to avoid problems with applications breaking when Apple releases new versions of the iPhone OS. Unity iPhone 1.5.0 is accessing 2 private functions _NSGetEnviron and exc_server from the .NET runtime Mono.
There has been a lot of confusion about this topic recently. So to be 100% clear, there is zero relation between those 2 private functions and harvesting user information. Harvesting of user information can be done with a public API. The 2 private functions used in Unity, can not be used for this purpose. Neither do we know of any Unity games that performed any kind of harvesting of user information like phone numbers.
So why did we access those 2 private functions? First of all, Mono runtime was ported from OS X where those functions are very commonly used. Actually they have been used for years now. And as those functions didn’t give us any problems during Unity port to the iPhone, we simply continued to use them.

What do those functions actually do?

_NSGetEnviron is used by the Mono runtime to provide an implementation of the .NET core API method: Environment.GetEnvironmentVariable(). On UNIX environment variables are often used to pass arguments to applications. Due to how the function is exposed, it does not let developers do any data collection.

exc_server is used by the Mono runtime to provide graceful NULL reference exception handling. This is useful for developers, when they dereference a null pointer, we can avoid a crash and instead throw an exception and continue the game.

While those functions are useful for debugging purposes, Apple now rejects Apps that use them.

In order for us to solve this problem we simply removed any calls to _NSGetEnviron and exc_server. Update Unity iPhone 1.5.1 was sent out to developers days ago. Most of them have already resubmitted their Apps to the AppStore with the functions removed. Unity iPhone 1.5.1 will go live this week. The first Unity game to completely pass the App Store Submission Process is “Star Wars: Trench Run”.

Resources everyone should see

Platform TutorialI think there are a lot of resources that are important but people might not have seen or skipped over it. So I am putting up a list of the most overlooked but important resources.

Getting started
The best way to get started if you know nothing about Unity is to go through the 3D Platform Tutorial. With this in-depth tutorial you can learn how to make a 3rd person platform game in Unity, but at the same time you will learn all the basics of Unity that will give you a head start when creating your own game.

Unity Locomotion system
If you are doing a lot of character animation in your game, you must check this out. Rune’s Locomotion system was presented at GDC 2009 in a fully packed session. The great thing about it is that it does stylized IK, meaning that it uses the existing animations to do good looking motions and only minimally adjusts them to place feet on the ground etc. It also scales really well, you can start out with a simple walk cycle and it will automatically synthesize sidestep / run / backwards animations for you. If you provide more animations the animations will simply look better.

Get the project folder here

Watch the Unite 2008 talk here.

Visual Studio Integration
In our roadmap we announced Visual Studio integration for Unity 2.6. However you can already use Unity with Visual Studio very well. Lucas Meijer has a blog post on how to create Visual Studio projects from a Unity Project folder automatically here.

Shaders
Amir’s Unite 2008 Shader talk is the defacto best tutorial on building shaders. He reshot the session into a 2 hour talk so he could go through all the details.

Customizing the asset pipeline
Lucas is really into tightly controlling the asset pipeline and automating every single bit. Fortunately Unity is very extendable, so he has a lot of places where he can plug in. Watch the talk here.

Matthew’s Physics Talk at Unite 2008
I generally love hearing Matthew’s talks. Got to love the pictures. This year on car physics was very useful.

Unity GUI
Nich’s Unite 2007 talk on how to create your own GUI controls is still very relevant.

The wizkid Forest talks about particles
Forest Johnson, a (then) 15 year old kid single handedly programmed the Avert Fate demo, he did some awesome particle effects too and then gave a kickass impromptu particle talk at Unite 2007.

Rune on dynamic walking

Rune on dynamic walking

Amir on shaders

Amir on shaders

Lucas on pipeline

Lucas on pipeline

Matthew on physics

Matthew on physics

Forest on particles

Nich on Unity GUI

Forest on particles

Forest on particles

Blogs about Unity:
The Flashbang guys have an awesome blog about Unity, that contains deep technical information that sometimes even I didn’t know about.

Lucas has a great blog about Unity with a lot of very useful information.

Somebody made  a site collecting video tutorials about Unity.

Unity Roadmap

Woah my first blog post! And I am going to dive right into the roadmap. This time we are taking a look at what is coming up in the near future.

Unity 2.6

Unity 2.6 is our next big release in the Unity 2.x series (And will be available as a free upgrade). We are planning to release Unity 2.6 sometime later this summer. Here’s some of the things to come:

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