Rune wayS Development Blog #002

Hello! And welcome to another dev log!

Last week was a crazy busy week with a lot of odds and ends started, in progress or completed.

I’ve been finishing up courses for my teaching day job for this quartile, preparing courses for next quartile, completing the first and easiest Unity Certified Associate Certification (don’t ask me why), starting on the Unity User Programmer Certification, updating this website with a new theme & structure, fixing this website’s blog, moving the developer log over here for the time being, doing some more probuilder tutorials, working a little bit on marketing while getting Unity Collaborate and Cloud Build up and running, thinking on intermediate deliverables I could release to cut up the long haul, working on completing my first dutch Unity course so that I can finally release it, updating my twitter and instagram account, testing out creating Android and iOs builds on windows (and mac) and getting Unity remote to work on android and mac.

I think that was about it. Ah yeah also worked on fixing the lighting setup in my towers of hanoi game, which I apparently made uglier with every release. Still not done (but I did add it as a work in progress to the games section of this website, check it out!).

Although having so many small and bigger tasks intermingled is slightly chaotic and it is always a challenge to balance work/hobby/family time, for the most part evertything went fine. Even had time for some walks, motorcycle trips while the weather is AWeSomE and the odd game of warcraft 1 and farcry 5.

I do notice my sleep schedule shifting in the wrong direction during this whole Corona-lockdown-stay-at-home-thing, which is probably recognizable for a lot of other people too. I get up 15 minutes later every day ;).


The thing I worked on most this week was: trying to find out how to create an iPhone build for testing on Windows. Why windows? Because I hate working on a Mac.
I hate the end conclusion even more: you are better off building your iphone app with a Mac. Creating iPhone builds on windows using Cloud Build is …. meh.

So before I’ll go into how to do it in one of my other blog posts, the long and short is that in the end I was able to create iPhone builds on Windows and install them on my phone, and that the resulting workflow is pretty painless and smooth, BUT the fact that it takes around 30 minutes for an empty project killed it for me.
EVERY time you change something => 30 minutes of your life: poof. Gone.
Verified this with Unity: “Yeaap, 30 minutes sounds about right!”.

After moving the whole thing over to my mac, it takes about 1 minute to build and test.
Yay mac I love you (just kidding, I still hate you).

Summing up that means:

  • if you have a fast Android device, use that for testing, the iOs/Apple process sucks balls compared to Android
  • if you have to do iOs and you have a Mac, use it
  • if you have to do iOs and you don’t have a Mac, do it on Windows using Collaborate/Cloud Build, but don’t forget to shift your deadline by another year or so.

More details on the build process and some of the other stuff soon as well!

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