Having to submit an app update just for minor content changes is a huge pain. Especially with Unity. CloudPrefs provides a PlayerPrefs-like dictionary that’s backed by Parse, and can be updated from the web. It includes an extension for NGUI’s UILabel that will sync the label text to the value in the dictionary. It will default to PlayerPrefs when network access isn’t available.
Check it out: CloudPrefs on GitHub
Easy social networking for iOS. Get it on the Asset Store!
For more details, check out the documentation!
There’s a demo video coming soon, but screenshots will have to do for now.
Easily customization through the Editor:
Diffusion in action:
NativeUI is a Unity plugin I’ve been working on for a little while now. It allows you to display a native iOS view on top of Unity. It supports iOS 5 Storyboards, as well as the older XIB. It can be used to show a full screen view, such as a menu, or a smaller popover.
It also wraps the message passing system, in both directions. Native code can pass messages into Unity, and Unity can pass messages back. In the example above, the “Load” button sends a message to Unity to load in the red particle system.
Currently only iOS is supported, but Android support is going to be added soon (read: eventually).
Also, it’s free!
For many of our apps, it’se critical that they be able to be downloaded over 3G. Unfortunately, the App Store limits 3G downloads to 50MB, which can be a struggle when trying to fit lots of 3D/media content into an app. The problem is that the IPA file generated by Xcode is not the same file that gets downloaded from the App Store. Apple does some encryption on their end once you submit your app, which typically adds 5MB or so (up to 13MB in one case!) to the IPA size. This means that when building your app, your actual size target needs to be anywhere from 35 to 45 MB instead of the full 50.
App size = (executable from IPA) + (rest of IPA contents compressed)
You can estimate the App Store size by uncompressing the IPA file (it’s just a zip), taking the executable out of it, and re-zipping everything else. Add the two together and that should be roughly your App Store size. In our testing it’s been pretty close to accurate.
Not a very complicated process but still annoying to do manually. So, here’s a script to do it for you!
After keeping it private for many months, I’ve decided to open source my Live Hub Remote app. It will almost certainly be rejected from the App Store for misusing the iPod controls, so I’m not going to bother. Instead, you can build and install it yourself. All it takes is a copy of Xcode, which is free on the Mac App Store. Just download the repository, open it up, and build.
I’ve only confirmed the remote to be compatible with Western Digital Live Hub devices, but it could be compatible with the rest of the WDTV line. I’m not sure, I don’t have the others to test on.