Unity and iOS 4.0, update III
Dear community, once again I’d like to start by offering my thanks to everyone for their patience through an unclear situation. We’re grateful for the dedication and commitment many of you have shown through all this and it once again serves as another reminder of just how awesome our community is.
When you combine those with the fact that when it comes to straightforward game logic, C++ really isn’t as complex as it’s often made out to be (and as it can be) hopefully you can see that life won’t be so bad after all. To help demonstrate my point, let’s look at a few different examples.
And now here is that same bit of code written in C++:
As you can see the code required isn’t all that different in simple case scenarios, but what about a more complex example?
And again, here is that same set of code in C++:
We continue to be excited about the iPhone, iPod touch and iPad as platform targets for Unity developers. While we don’t think C++ is the best language to write game code, using C++ as a scripting language has memory and performance advantages on low-end devices. This is a great feature to have for developers who want to squeeze the last ounce of memory & performance out of their games.
We still can’t believe Apple will force developers into choosing a specific language for development. And as mentioned, Apple is still approving every Unity-based game we know of. In case the situation changes, rest assured that we are working this Plan B.
We’ll be ready to talk more about this as well as share some time-line information with you soon, while of course waiting to find out if any of this will actually be necessary.
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