<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;DUAGSHo9fCp7ImA9WhVTE0s.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979</id><updated>2012-02-27T19:35:29.464+01:00</updated><category term="Mobile development" /><category term="appstore" /><category term="GameDevUniverse" /><category term="multiplayer" /><category term="XCode4" /><category term="apple" /><category term="boo" /><category term="schweiz" /><category term="web development" /><category term="shiva" /><category term="iOS4" /><category term="iphone development" /><category term="lion" /><category term="osx" /><category term="gaysoft" /><category term="c#" /><category term="icloud" /><category term="ios5" /><category term="game development" /><category term="unity iphone" /><category term="iPhone" /><category term="js" /><category term="gamedev" /><category term="IRC" /><category term="chat" /><category term="test driven development" /><category term="tdd" /><category term="iPhone OS 4" /><category term="iOS" /><category term="unity3d" /><category term="Android" /><category term="shiva3d" /><category term="unity unity3d networking gadget blogger" /><category term="unity" /><title>UnityVersum</title><subtitle type="html">My little experience diary for fellow Unity developers intended to share some of my knowledge and experience to save you time or open up new horizons for you when developing your next desktop, web, iOS or Android blockbuster</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://www.unityversum.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://www.unityversum.com/" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>17</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/Unityversum" /><feedburner:info uri="unityversum" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;CUIDSHk4eip7ImA9WhVTEEk.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-6026662195358933537</id><published>2012-02-18T16:59:00.001+01:00</published><updated>2012-02-24T01:32:59.732+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-02-24T01:32:59.732+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="web development" /><category scheme="http://www.blogger.com/atom/ns#" term="gamedev" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="boo" /><category scheme="http://www.blogger.com/atom/ns#" term="Android" /><category scheme="http://www.blogger.com/atom/ns#" term="c#" /><category scheme="http://www.blogger.com/atom/ns#" term="iphone development" /><category scheme="http://www.blogger.com/atom/ns#" term="GameDevUniverse" /><category scheme="http://www.blogger.com/atom/ns#" term="js" /><category scheme="http://www.blogger.com/atom/ns#" term="test driven development" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="tdd" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><title>Code Quality on the rise: How to create better applications in Unity 3</title><content type="html">&lt;p&gt;With the days of small games and applications generating enough revenue to make a living from them being gone, even in the mobile space, its unavoidable that our projects grow in size and often also in code complexity.

But unfavorably for us, Unity is not exactly helpful when it comes to maintaining code quality and ensuring that regression is prevented.

This is caused by different aspects, but the largest ones are that the debugger tends to have some more or less ugly problems, by Unity Technologies refusal to finally provide mdb files to include their own closed source in proper debugging and by the lack of proper unit testing support.&lt;/p&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;p&gt;While the first two problems are completely out of our control, at least unless we license the source version of Unity, the unit testing problem can finally be approached, thanks to &lt;a href="http://u3d.as/content/eye3ware/test-star/2dB"&gt;Test Star&lt;/a&gt;, a Unity extension available at a fee of $50 on the Unity Asset Store.&lt;/p&gt;
&lt;br/&gt;
&lt;br/&gt;
&lt;p&gt;Test Star combines the benefits of the nunit testing framework, in a modified version to run, with Unitys editor focused approach, building upon this to even allow you to unit test your scenes and runtime behavior, not only code with 'in and out' parameters.

Instead of wasting time with a long text on how it works and why its great to use it, I would like to point you to a little video on YouTube that shows it in action:&lt;/p&gt;

&lt;iframe width="500" height="281" src="http://www.youtube.com/embed/4oKdGZYgG84?fs=1&amp;feature=oembed" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&amp;nbsp;


&lt;p&gt;What I personally love about it is that its error reporting is much more sophisticated than Unitys own integrated one which pretty commonly lacks proper information on what went wrong, replacing it with a generic and basically useless error.&lt;/p&gt;&lt;br/&gt;&lt;br/&gt;


&lt;p&gt;I've decided to write this blog after using and experiencing it myself for quite some time now and I can only recommend to &lt;strong&gt;EXPERIENCE IT&lt;/strong&gt; yourself if you are looking for a way to rise your application or games quality.&lt;/p&gt;
I've never been disappointed by it, but the biggest gain so far from it was on a project where I had to port a whole host of DB functions and a DB management class from MySQL to SQLite which without Test Star would have taken multiple times as long as it did in the end due to Unity eating away proper errors, hidding them or simply crashing when Test Star was not handling it, while Test Star gave me precise informations on what went wrong.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-6026662195358933537?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/o_Ucf1IAGRU5bpqCTbsIWS-1dyE/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/o_Ucf1IAGRU5bpqCTbsIWS-1dyE/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/o_Ucf1IAGRU5bpqCTbsIWS-1dyE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/o_Ucf1IAGRU5bpqCTbsIWS-1dyE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/X3QHzBymWDQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/6026662195358933537/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2012/02/code-quality-on-raise-how-to-create.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/6026662195358933537?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/6026662195358933537?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/X3QHzBymWDQ/code-quality-on-raise-how-to-create.html" title="Code Quality on the rise: How to create better applications in Unity 3" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://img.youtube.com/vi/4oKdGZYgG84/default.jpg" height="72" width="72" /><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2012/02/code-quality-on-raise-how-to-create.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0MAQXw9fip7ImA9WhdVGUg.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-3219207142182564057</id><published>2011-09-25T13:50:00.000+02:00</published><updated>2011-09-25T13:50:40.266+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-25T13:50:40.266+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="Mobile development" /><category scheme="http://www.blogger.com/atom/ns#" term="Android" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><category scheme="http://www.blogger.com/atom/ns#" term="GameDevUniverse" /><title>Visual Scripting - Holy grail or apocalypse for game development</title><content type="html">&lt;br /&gt;
&lt;span class="Apple-style-span" style="background-color: white; font-family: Georgia; font-size: 14px;"&gt;&lt;/span&gt;&lt;br /&gt;
Repost of GameDevUniverse: http://www.gamedevuniverse.com/blog/2011/09/visual-scripting-holy-grail-or-apocalypse-for-game-development.html&lt;br /&gt;
&lt;br /&gt;
Visual Scripting has gained a lot of attention the last years, by various indie designers that don’t want to learn coding its considered to be kind of a holy grail to enabled them to do things they would otherwise never have been able to do.&lt;br /&gt;
The likely widest known usage in the game development is Unreals Kismet which is powerfull and well integrated and especially makes cinematics creation very easy. But its also Kismet that shows the limits compared to going with UnrealScript, there are just things it can not do or things that look that clumsy that you really don’t want to do it there. So lets talk about the pro and con in detail.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 15pt;" style="font-size: 15pt;"&gt;&lt;strong&gt;The raw potential&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
The main benefit of visual scripting is a simple yet important one: Its not text! All the limited functionality they normally provide are easy approachable, making it possible for people without knowledge in one or more coding languages to create interactive functionality. But it requires that simple yet powerfull nodes for the specific tasks in question are available.&lt;br /&gt;
Through Nested nodes (sub graphs) its additional possible to raise the readability of a graph and make parts of it easy reusable.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 15pt;" style="font-size: 15pt;"&gt;&lt;strong&gt;The problems&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
The largest problem that anyone will unavoidably hit within hours at maximum is the ubiquity of the information. A functionality written in code taking 5 lines of code can easily lead to a graph spanning dozens of nodes and more to be represented in visual code. As an example of this problem of readability and „just beeing“ please see the following simple graph (done with uScript Retail Beta3) that does nothing but bounce a game object by a given Vector3 over time and back again. The screenshot shows just the small part of it handling the position forward backward handling&lt;img _mce_src="http://www.gamedevuniverse.com/.a/6a0148c6dde205970c015391d44eae970b-pi" alt="6a0148c6dde205970c015391d44eae970b-pi" height="214" src="http://www.gamedevuniverse.com/.a/6a0148c6dde205970c015391d44eae970b-pi" style="border-bottom-width: 0px; border-color: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px;" width="480" /&gt;&lt;br /&gt;
&lt;br /&gt;
Enumerating collections is another thing in visual scripting that basically is a pure nightmare. Even if there were any visual scripting technology that would be able to represent this process in a LINQ alike form, it would still be very hard to grasp for designers.&lt;br /&gt;
As mentioned under the raw potential, one of the benefits of graphs is also a drawback and thats nested nodes (subgraphs), which if used right offer an easy way to reusability and making a graph more readable. But unhappily when not used right they can make it near impossible to maintain a graph at all. Especially if the designer uses nested nodes within nested nodes and even deeper hierarchies it becomes impossible to handle them any longer.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 15pt;" style="font-size: 15pt;"&gt;&lt;strong&gt;The options in Unity&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 13pt;" style="font-size: 13pt;"&gt;&lt;strong&gt;PlayMaker&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
Not a visual scripting technology per se as it does not allow to create free form code, its an editor to design Finite State Machines, and important and very easy to grasp concept as we use it all day long without knowing about it.&lt;br /&gt;
Out of my view the best solution for pure designers with no coding knowledge because it is not only easy to approach and backed by piles of tutorials etc, but first and formost its not „just code“ that the developer will create but a clean and solid interaction broken down into states. Other solutions as well as pure code in the hands of non coders often lead to messy code and spaghetti code, while PlayMaker does not allow that, it requires that the designer thinks about the interaction and how it „plays out“ to create corresponding states and transitions.&lt;br /&gt;
The result will be code that he can maintain much easier and which is much more readable as only the states end on the ‚graph‘, which will enable him to get more done and especially done in a working form.&lt;br /&gt;
A usefull feature to make this even easier is the capability to visually debug the FSM, so you see in which state it is and where it transitions etc.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 13pt;" style="font-size: 13pt;"&gt;&lt;strong&gt;uScript&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span _mce_style="font-size: 13pt;" style="font-size: 13pt;"&gt;&lt;strong&gt;&amp;nbsp;&lt;/strong&gt;&lt;/span&gt;&amp;nbsp;uScript is the youngest of the 3 solutions, approaching its release version (Retail Beta 3 at the time of writing). It follows the design principles that are applied in other technologies too, especially Kismet from the Unreal Engine / UDK.&lt;br /&gt;
It has well done and polished visual appearance that not only helps being productive but especially being able to grasp the meaning of a graph with a glimpse or two.&lt;br /&gt;
One unique feature it advertises to have is that the graphs actually generate C#&amp;nbsp;code, which makes it platform independent. But to be fair, out of my view that generated code has relatively little meaning cause its impossible to work with it beyond „looking at it“ and being granted to work on any platform as its not designed and written for usage in a pure code form. Also when the corresponding graph is resaved, it will be overwritten!&lt;br /&gt;
Its major drawback compared to the competition at the time is the lack of visual debugging, which brings back one of the main problem for designers on normal coding to uScript too and thats that you need to know what you do and where an error comes from to fix it basing on educated guessing.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 13pt;" style="font-size: 13pt;"&gt;&lt;strong&gt;Antares Universe&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
Like uScript its a full visual scripting solution, which unlike uScript does not base on the Kismet style of working but a more „programmer style“ approach without the temporal variables for transfer or the coroutine yielding directly on the connectors (the + buttons along the lines)&lt;br /&gt;
It clearly loses on the front of visual appeal and easy graspability due to the graphics and the layout of nodes and connectors, but it compensates for that through two major benefits over uScript, which are the visual debugging (like PlayMaker) and the possibility to create GUIs in realtime within the editor basically.&lt;br /&gt;
Also it offers many very high level and high usage nodes out of the box (LoD node for example) and at least from a subjective point of view a clearly higher execution performance than uScript.&lt;br /&gt;
&lt;br /&gt;
&lt;span _mce_style="font-size: 15pt;" style="font-size: 15pt;"&gt;&lt;strong&gt;Conclussion&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;
Its neither a holy grail nor the apocalypse. It surely has its good points and when used correctly, for example to expose high level logic in a designer friendly form to allow them to create that code on their own while the programmers focus on the low level and core systems, then it surely can turn into a diamond for a project.&lt;br /&gt;
But on the other hand if a designers with no programming knowledge has the hope to create whole games purely on it, I personally consider this completely unrealistic and a major source of frustration for the designer more sooner than later, because there will be limits which he will just not be able to solve without a programmer.&lt;br /&gt;
None the less visual scripting can enable a talented designer to create a simple game or a prototype to grasp the interest of others or an investor, so its not per se bad or deal breaking at all&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-3219207142182564057?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/hsiZZ3ZW2oSBtiADLqXkGLiNwYg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/hsiZZ3ZW2oSBtiADLqXkGLiNwYg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/O4vJBI3cx9g" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/3219207142182564057/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2011/09/repost-of-gamedevuniverse-httpwww.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/3219207142182564057?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/3219207142182564057?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/O4vJBI3cx9g/repost-of-gamedevuniverse-httpwww.html" title="Visual Scripting - Holy grail or apocalypse for game development" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2011/09/repost-of-gamedevuniverse-httpwww.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEcBRHg5fyp7ImA9WhdVGUg.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-2554937998981809123</id><published>2011-06-06T23:44:00.000+02:00</published><updated>2011-09-25T14:00:55.627+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-25T14:00:55.627+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="ios5" /><category scheme="http://www.blogger.com/atom/ns#" term="Android" /><category scheme="http://www.blogger.com/atom/ns#" term="osx" /><category scheme="http://www.blogger.com/atom/ns#" term="icloud" /><category scheme="http://www.blogger.com/atom/ns#" term="lion" /><category scheme="http://www.blogger.com/atom/ns#" term="apple" /><title>OSX Lion, iCloud and iOS 5 and what they means to us as users and developers</title><content type="html">&lt;br /&gt;
Crosspost of http://www.gamedevuniverse.com/blog/2011/06/ios-5-and-what-it-means-to-us-as-users-and-developers.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div style="background-attachment: initial; background-clip: initial; background-image: initial; background-origin: initial; background-position: initial initial; background-repeat: initial initial; color: black; font-family: Georgia; font-size: 14px; margin-bottom: 8px; margin-left: 8px; margin-right: 8px; margin-top: 8px;"&gt;
Today Apple held its 2011 Keynote and they talked about the stuff we expected them to talk due to all the rumors and leaks but unveiled many new things.&lt;br /&gt;
&lt;br /&gt;
&lt;h2 style="font-size: 1.5em;"&gt;
OSX 10.7 - Lion&lt;/h2&gt;
Yes its that time again where a new wild kitty cat is approaching us from behind again, this time in form of a Lion&lt;br /&gt;
&lt;h3 style="font-size: 1.17em;"&gt;
Where I think Apple did the right decision&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;Lion Pricing and Licensing: The once $30 upgrade price tag for all your machines will definitely make Microsoft pretty unhappy as that puts some serious pressure on them to rework the licensing model for Windows again for Windows 8 as the $150 upgrade per machine and stuff like that don't work out in their favor anymore as the price difference from OSX to Win machines is shrinking more and more on the "mainstream boxes".&lt;/li&gt;
&lt;li&gt;Pause and Resume:&amp;nbsp;The application and even OS level pause and resume capability sound like a great way to preserve battery time to a level where the previously not working "deep sleep" aka hibernate (OSX never seems to really hibernate, neither did it on my 2008 MBP nor on my 2011 MBP) was seriously missing. Finally the users are no longer punished for using their macbooks as advertised with "just close the lid and ..."&lt;/li&gt;
&lt;li&gt;The new Timeline and "smart backup": This is a thing I've hoped for for a long time as there just isn't enough data storage on earth to compensate for the totally inefficient way TimeMachine on 10.6 works. As a large time windows user with Acronis installed, I know the benefits of delta / incremental backups just too well and I'm really looking forward to the gains on that end on the backup end but also the storage saving end.&lt;/li&gt;
&lt;li&gt;Auto Sync: This looks like a very powerfull and usefull feature that many of us Dropboxers have known for quite some time in a similar form already. It will be interesting to see what other applications beside their own are going to make use of it though as I still don't feel like using my iPad and iPad2 for Office software work so their "primary use" shown doesn't really add anything for me.&amp;nbsp;&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 style="font-size: 1.17em;"&gt;
Where I think Apple went the wrong way&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;What we saw so far on Lion looks great, but I'm a bit worried that Apple might come around a major "break applications" round again soon to enforce their "new cool stuff". Also I dislike that they are making OSX a dummwitt OS that tries to remove any complicated aspect to allow any 1 cell organism to user their machines. I've nothing against offering the option to use it in "1 cell organism" if you want, but for me it also has to offer the really productive stuff. Luckily I'm not alone on this at least at the time, cause at least Mail will keep its really productive surface as an alternative one (at least by whats the state right now), but I'm still worried that this might not remain like this. Perhaps Apple should introduce a 2nd desktop OS or alternatively another user type for the users you create: "iOS User Profile", where it behaves like an annoying, timewasting candy toy box, just like iOS.&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 style="font-size: 1.5em;"&gt;
iOS 5&lt;/h2&gt;
&lt;br /&gt;
&lt;h3 style="font-size: 1.17em;"&gt;
Where I think Apple did the right decision&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;I'm sure nobody will disagree that the notification system on iOS was the by far worst in the field and the fact that even Cydia offered a better one made it just to obvious even to the blind eyes of Apple so they got the corresponding dev to revamp the official pile of trash. I'm looking forward to using it and see how it stacks up against my Android 2.3.3 TouchWiz 4.0 on my Samsung GT-I9100&lt;/li&gt;
&lt;li&gt;I'm just as sure that nobody will disagree that 120CHF ($165 USD) per year was a total rip off for calendar and contact syncing and its great to see that Apple finally realized this as well, just some years after all of their competitors.&lt;/li&gt;
&lt;li&gt;The App data syncing through iCloud is great news to me as a gamer and game developer as it means that now even games that don't use cloud game saves finally transfer their game saves over to our other devices. This is a thing I wanted since the first games when I got my second iOS device as its just a major pain to take more than 1 device with you just due to the game saves. (yes as a dev you happen to have more than one, I know thats geeky for all others :))&lt;/li&gt;
&lt;li&gt;OTA, Remote Activation &amp;amp; Delta Patches: Finally you can activate your device without a computer and you can update it without a computer. Out of my view, this was long overdue as the 250mb bombs you had to download to your pc or mac, the hours to backup and upgrade etc just were not acceptable anymore in 2011. So I welcome this motion&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 style="font-size: 1.17em;"&gt;
Where I think Apple went the wrong way&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;iMessage: While it sounds great in theory, I really fail to see why they needed to create something proprietary to their platform again thats basically a WhatsApp clone instead of grabbing WhatsApp and building upon it and its existing eco system. They are fragmenting the mobile world again as they did in the first 2 years of iOS where their OS was that stone age and crap that it didn't even support 1995 technologies like MMS. Apple really has a skewed view on end user needs and their own "what we need to dominate the world" needs and in this case I think they definitely did a bad decision. FaceTime should have been enough of proprietary trash if one askes me, as I don't know a single iOS user that uses it and I doubt many of you do.&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 style="font-size: 1.17em;"&gt;
Where Apple still fails to cover basic needs&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;Apple still thinks that its iOS users are dumb like straw.&amp;nbsp;Thats at least the conclusion I draw from the fact that a simple dropdown or task bar icon outlet to enable and disable WiFi, Bluetooth, GPS and Syncing is still not present even in the 5th iteration of iOS, although Google needed mere 2 iterations for get there with Android. Thats just such a large difference for me, I hate nothing more than wasting eternities in settings menues and "7 view deeps" nesting for simple and pretty often used day to day tasks.&lt;/li&gt;
&lt;li&gt;They still refuse to accept basic standards (DLNA) to force their own proprietary, protected and licensed standard AirPlay. Its 2011 and Apple finally needs to be law forced to act according their near market dominance - they have to support standards in the field, independent on if they want or not, thats just basic responsibility.&lt;/li&gt;
&lt;/ol&gt;
&lt;br /&gt;
&lt;br /&gt;
Naturally there is much more to iOS5, Lion and iCloud than just that.&lt;br /&gt;This is just the first blog on the matter and I will dive into the three topics in dedicated entries in the future once the things are settled more or as aspects become "legally known" so its allowed to talk about them.&lt;br /&gt;
&lt;br /&gt;
&lt;h2 style="font-size: 1.5em;"&gt;
A final word of displeasure&lt;/h2&gt;
All thats all "light" and great, I'm forced to also talk about Apples more and more emerging "we are god, we can steal other standards and innovations but you aren't allowed to use standards we defined with our market dominance" attitude, which is an upgrade from their previous "we are god, what we do is good" attitude they patent enforced in the past, which they try to use to stall all competitors innovation.&lt;br /&gt;
Just mere weeks after starting a court case against Samsung for "stealing design and technology innovation" and a year after trying similar crap against HTC, they have the nerve to present iOS5 which is a blatant ripp off of what Android has been in general since 2.0 and additionally going around and stealing HTCs newest innovations on HTC Sense 3.0 on the not even released HTC Sensation.&lt;br /&gt;
I think the guys at Cuppertino definitely need to get their head straight and learn how patents, innovation and "standards" work, they still life in the dream world where they are a minor minority with 2% marketshare and try to protect themself as back then while at the same time claiming to have a 44% mobile OS share with iOS and being #1 on the digital music market, which makes them a defacto "standard defining entity", which means that stuff that works for them is something they are no longer in the position to "protect against bigger opponents" as there are no bigger single entities anymore. But as I see it, the US government is well enough payable to not make this happen unless HP, IBM, Google and Microsoft join forces and break Apples neck a bit at a devastating court case, so they learn their position and the responsibility and rights they have as they are, for my liking, bending the existing law a bit too much with their billion dollar force.&lt;/div&gt;
&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-2554937998981809123?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/_ZfROStspVtQ_mHYEi52L_-F52c/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/_ZfROStspVtQ_mHYEi52L_-F52c/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/_ZfROStspVtQ_mHYEi52L_-F52c/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/_ZfROStspVtQ_mHYEi52L_-F52c/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/ddqo7Cj6eZQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/2554937998981809123/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2011/06/osx-lion-icloud-and-ios-5-and-what-they.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2554937998981809123?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2554937998981809123?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/ddqo7Cj6eZQ/osx-lion-icloud-and-ios-5-and-what-they.html" title="OSX Lion, iCloud and iOS 5 and what they means to us as users and developers" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2011/06/osx-lion-icloud-and-ios-5-and-what-they.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0QMRHs-fip7ImA9WhZQEEk.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-2427348100080300955</id><published>2011-04-17T13:56:00.000+02:00</published><updated>2011-04-17T13:56:25.556+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-04-17T13:56:25.556+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="gamedev" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="schweiz" /><title>Schweizer Unity User - Zürich</title><content type="html">&lt;span class="Apple-style-span" style="color: #333333; font-family: arial, helvetica, hirakakupro-w3, osaka, 'ms pgothic', sans-serif; font-size: 13px;"&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Crosspost von &lt;a href="http://www.gamedevuniverse.com/blog/2011/04/schweizer-unity-user-z%C3%BCrich.html"&gt;GameDevUniverse.com&lt;/a&gt;&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Heute geht es hier für einmal nicht um Neuigkeiten aus dem Bereich der Spieleentwicklung als solches, stattdessen wende ich mich an alle Unity Entwickler hier in der Schweiz, um einen Dialog zu starten und uns besser kennen zu lernen, denn ich denke das die hiesige Entwicklergemeinschaft ein grosses Potential hat wenn wir zusammen arbeiten und vorhandenes Potential besser zum einen erst einmal besser kennenlernen um es später auch besser nutzen zu können.&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Als Vollzeitauftragsprogrammierer mit Unity gehöre ich (Dreamora in der Unity Community) leider auch zu denen die hiesiges Potential kaum nutzen, da ich für gewöhnlich leider keinerlei Einfluss auf die Zusammensetzung der Entwicklerteams habe und überdies für vor allem für Teams und Firmen in den USA, Australien, Neuseeland und Japan tätig bin, nur selten bis nie überhaupt für Firmen im deutschsprachigen Raum zb.&lt;br /&gt;
Umso mehr möchte ich jedoch durch meine persönliche Aktivität dem entgegen wirken und die lokale Entwicklung fördern, denn Spieleentwicklung oder die Entwicklung interaktiver Medien im allgemeinen wird hier immer noch viel zu sehr belächelt dafür das wir ein Dienstleistungsland mit einer unbestreitbaren "Sucht" nach modernen Medienformen sind. Als besonderes Erlebnis in dem Rahmen möchte ich zb erwähnen das ich im Rahmen einer meiner Jobs im letzten Jahr eine Lösung mitentwickelt habe für eine US Firma die im Endeffekt in einer schweizer Unternehmung zum Einsatz kommt und mit dem hiesigen Potential problemlos umsetzbar gewesen wäre.&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Um so erfreulicher war es, als ich kürzlich erfuhr, dass Unity auch in der Schweiz langsam aber sicher seinen Weg in die Lehre findet. Wie direkt das mit der Lehre zu tun hat, kann ich leider derzeit noch nicht abschätzen, jedoch konnte ich verschiedene, fast wöchentliche Veranstaltungen der ZHdK (Züricher Hochschule der Kunst) ausfindig machen seit letztem Jahr in welchem Unity in irgend einer Form vertreten war. Wie man zb an den letzten Projekten von Michael Burgdorfer (&amp;nbsp;&lt;a href="http://people.zhdk.ch/michael.burgdorfer/" style="color: #006666; text-decoration: underline;"&gt;http://people.zhdk.ch/michael.burgdorfer/&lt;/a&gt;&amp;nbsp;, ehemals oder immer noch an der ZHdK) sehen kann, resultieren daraus durchaus interessante Projekte. Besonders Krautscape gehört definitiv nicht zur 0815 Flut wie wir sie normalerweise erleben. Solltet ihr weitere solche Beispiele schweizer Entwickler &amp;amp; Studenten kennen, würde ich mich freuen wenn ihr mich davon wissen lassen würdet.&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Solltet ihr das ähnlich sehen wie ich oder einfach gerne Kontakte mit anderen Entwicklern knüpfen wollen, so würde ich mich freuen wenn ihr euch bei mir meldet!&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 10px; margin-top: 10px;"&gt;Wer Kontakt aufnehmen möchte mit mir, kann dies gerne hier durch &lt;a href="http://www.gamedevuniverse.com/blog/2011/04/schweizer-unity-user-z%C3%BCrich.html#tpe-action-posted-6a0148c6dde205970c014e87df3b66970d"&gt;Kommentare&lt;/a&gt;, via PM in den offiziellen Unity Foren an Dreamora, via Twitter an http://www.twitter.com/gayasoft oder via http://www.gayasoft.ch machen&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-2427348100080300955?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/B0e5uNstQjeElaKEanXc2KIC6JM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/B0e5uNstQjeElaKEanXc2KIC6JM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/y7pjCbFevQA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/2427348100080300955/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2011/04/schweizer-unity-user-zurich.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2427348100080300955?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2427348100080300955?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/y7pjCbFevQA/schweizer-unity-user-zurich.html" title="Schweizer Unity User - Zürich" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2011/04/schweizer-unity-user-zurich.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUEQXo7eSp7ImA9Wx9aGE8.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-4230320467060652018</id><published>2011-03-11T07:50:00.000+01:00</published><updated>2011-03-11T07:50:00.401+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-03-11T07:50:00.401+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="iOS4" /><category scheme="http://www.blogger.com/atom/ns#" term="XCode4" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><title>iOS 4.3 - The future has landed</title><content type="html">Crosspost from&amp;nbsp;&lt;a href="http://www.gamedevuniverse.com/blog/2011/03/ios-43-the-future-has-landed.html"&gt;http://www.gamedevuniverse.com/blog/2011/03/ios-43-the-future-has-landed.html&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
That iOS 4.3 and a new iPad 2, if it then were to happen, would happen at the same time was expected, but what not everybody (non beta users) would potentially not have expected is how it landed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;The all new development IDE&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
With the iOS 4.3 SDK, Apple officially pushed XCode 4 onto the big stage, pushing back XCoode 3.2.x one which was used as the XCode version for the iOS SDK on any previous build.&lt;br /&gt;
&lt;br /&gt;
XCode 4, which has been available as public preview and beta for many months now, adds a few very usefull features for productivity enhancements, if you happen to develop native applications with Object C and C++, as the integrated interface builder, the much better integrated SCM support and what Apple likely would call a simpler, cleaner, more productive interface and out of my view as user of Visual Studio who never understood how Apple can still be stuck in developers stoneage: XCode 4 finally does realtime code checking that goes through the real compile process behind the scene basically instead of good guessing by an artificial checking which had a tendency to end on code that seemed right until the compiler or linker touched it.&lt;br /&gt;
&lt;br /&gt;
As usually with Apple, this all new great world that we have entered comes at the price of basically relearning all we knew, because XCode 4 really deserves its new major number, nearly nothing is where it used to be, some things are not even available anymore.&lt;br /&gt;
&lt;br /&gt;
Along XCode 4, iOS 4.3 officially favors now the LLVM 2 based GCC instead of GCC 4.2 which was previously the standard one. &lt;br /&gt;
I would recommend anyone who has no good reason against this compiler to use it, your compile time and performance will thank you for doing so!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;Dropping out the the "old devices"&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
The second big thing about future that landed is that iOS 4.3 unlike many know from its presentation, not only supports the today released iPad2. In addition, iOS 4.3 also removed support for any of the ARMV6 based devices (iPhone 2G, iPhone 3G, iPod Touch 1st and 2nd Generation), which for Apple likely is a first timer, that they did a major hardware cutoff on a software / OS midway the same major version. We have seen feature limitations already along iOS 4, so the shock is not that large but the impact is still not to underestimate as the consequences on ARMV6 supporting builds done with the 4.3 SDK are not known yet, there are reports of strange performance problems with iOS 4.3 SDK based builds and alike though.&lt;br /&gt;
&lt;br /&gt;
For end users that are on the 3rd generation or newer this naturally is great news, not only because there are a host of new nice features, but it also means that the start to focus stronger on ARMV8 devices happens ealier than the expected iOS5, which will benefit 2/3+ of all currently still in use iOS devices, resulting in either better battery runtime or smoother experiences performance wise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is all an interesting development out of my view for us developers that work for or against iOS to achieve their target, as we can work productively now and soon without having to fight the very slow, OpenGL ES 1.1 only, low RAM devices that pestered us long enough if you ask me.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-4230320467060652018?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/8URGrkliVRI_ewzauyMQ6Po1Cb4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/8URGrkliVRI_ewzauyMQ6Po1Cb4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/YKgtOa_D3KQ" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/4230320467060652018/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2011/03/ios-43-future-has-landed.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4230320467060652018?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4230320467060652018?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/YKgtOa_D3KQ/ios-43-future-has-landed.html" title="iOS 4.3 - The future has landed" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2011/03/ios-43-future-has-landed.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkMEQX0yfCp7ImA9Wx9aEkU.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-2321591549443134947</id><published>2011-03-05T01:15:00.003+01:00</published><updated>2011-03-05T01:20:00.394+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-03-05T01:20:00.394+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="Mobile development" /><category scheme="http://www.blogger.com/atom/ns#" term="Android" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><title>The iPad 2 and its impact for developers</title><content type="html">So for a day, the cat is now officially out of the bag.&lt;br /&gt;
We have seen what Apple has been working on to fight the Android 3.0 hype, where they listened to their users and especially devs and how far Apple is willing to drag the fight.&lt;br /&gt;
But what do this things mean to me, to you, to probably all developers working on iOS and Android?&lt;br /&gt;
&lt;br /&gt;
First off I've to say that I am pretty happy with what we've seen.&lt;br /&gt;
The rumors previously indicated, that Apple might not upgrade the graphics chip in the iPad reasonably, after already the original iPad suffered reasonably from it on the gaming end, but the claims they put out indicated that they did not only upgrade the SGX535 to an SGX543 but even to an SGX543MP2 or MP4 gpu (as in Samsungs Enyxos 4210 also used in the Galaxy S II and Galaxy Tab 10.1), while at the same time keeping the screen resolution on the same 1024x768 level the previous iPad had, which would be massive leap ahead.&lt;br /&gt;
With power like that, the 2 tech demos Epic put on the AppStore (Citadel and Infinity Blade) will look like last generation games. Still good but they won't compare to the high profile games that we will likely see happening.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;The first impact&amp;nbsp;&lt;/strong&gt;of the iPad 2 is pretty clear, with the additional power, the camera, Verizon, the same prices and battery lifetime as the original iPad andstarting on a massive collection of applications right from day 0 on all on native resolution we are talking about a power horse here which Motorola surely didn't want and expect to see that fast when they brought the Xoom to market.&lt;br /&gt;
I already considered the original iPad as a rather solid replacement for most tasks I had a netbook, but the new iPad 2 (as the Tegra 2 / Enyxos 4210 Android 3 tablets) make netbooks obsolete if you hook them up to bluetooth input devices at home.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;The second impact&lt;/strong&gt;&amp;nbsp;the iPad 2 will have for us developers is that the competition on the Android side will not be able to get away with its dream pricing.&lt;br /&gt;
Yes we all know that Tegra 2 tablets are fast, but we have also seen their shocking, unreasonable prices. Prior to the iPad 2, they had room to say that it is for the sake of power as they were ahead of the iPad by a fair leap.&lt;br /&gt;
But now with the iPad 2 coming up in weeks (March 11th in US, 26 major countries planned for March 26th, I'm reasonable and expect them by April 9-16th ie 2-3 weeks later as on the original iPad), at the same price as the original iPad, this excuse will likely no longer work out.&lt;br /&gt;
This baby will force them to cut their margins and get their prices in line with the iPad prices or they will kick themself and even more so the chances for Android 3.0 out of the game for another 6+ months. With the Xoom prices we have seen we talk about price drops for Android 3 tablets in the range of 20-30% of their original target and initial release prices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crosspost from&amp;nbsp;&lt;a href="http://www.gamedevuniverse.com/blog/2011/03/the-ipad-2-and-its-impact-for-developers.html"&gt;http://www.gamedevuniverse.com/blog/2011/03/the-ipad-2-and-its-impact-for-developers.html&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-2321591549443134947?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/hQ3082NOdRmW_xCdM1Nfy_6TnpM/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/hQ3082NOdRmW_xCdM1Nfy_6TnpM/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/hQ3082NOdRmW_xCdM1Nfy_6TnpM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/hQ3082NOdRmW_xCdM1Nfy_6TnpM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/37DcPOrhmgs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/2321591549443134947/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2011/03/ipad-2-and-its-impact-for-developers.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2321591549443134947?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/2321591549443134947?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/37DcPOrhmgs/ipad-2-and-its-impact-for-developers.html" title="The iPad 2 and its impact for developers" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2011/03/ipad-2-and-its-impact-for-developers.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkYGSXczeSp7ImA9Wx9WGU4.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-8822253520087664030</id><published>2011-01-20T14:18:00.003+01:00</published><updated>2011-01-25T05:35:28.981+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-01-25T05:35:28.981+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="web development" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="shiva" /><category scheme="http://www.blogger.com/atom/ns#" term="iOS" /><category scheme="http://www.blogger.com/atom/ns#" term="unity iphone" /><category scheme="http://www.blogger.com/atom/ns#" term="shiva3d" /><category scheme="http://www.blogger.com/atom/ns#" term="GameDevUniverse" /><title>New Blog</title><content type="html">Hello everybody&lt;br /&gt;
&lt;br /&gt;
I wanted to invite you to join me on my new blog.&lt;br /&gt;
This new blog is focused on the topic of game development in the rapidly changing world of indie development, web development and mobile development in a more general form.&lt;br /&gt;
&lt;br /&gt;
You can find the new blog entry on Unity 3.2 and the coming mobile graphics optimizations as well as all future Unity entries there.&lt;br /&gt;
&lt;br /&gt;
You can find it at &lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;a href="http://www.gamedevuniverse.com/"&gt;GameDev Universe&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Looking forward to welcome you.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-8822253520087664030?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/ENtnIET-wPCfTSdIVlPC9QyCTmc/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ENtnIET-wPCfTSdIVlPC9QyCTmc/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/ENtnIET-wPCfTSdIVlPC9QyCTmc/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ENtnIET-wPCfTSdIVlPC9QyCTmc/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/w5cJ1C-2Qys" height="1" width="1"/&gt;</content><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/8822253520087664030?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/8822253520087664030?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/w5cJ1C-2Qys/new-blog.html" title="New Blog" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><feedburner:origLink>http://www.unityversum.com/2011/01/new-blog.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUYHQHc_fSp7ImA9WhdSF0U.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-5064618787230960677</id><published>2010-09-29T01:05:00.001+02:00</published><updated>2011-07-27T18:12:11.945+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-27T18:12:11.945+02:00</app:edited><title>iPhone Development with Unity 3</title><content type="html">Today, the „new“ mobile platforms - iOS, Android, WebOS and soon Windows Phone 7 - are among the hottest platforms for software developers.&lt;br /&gt;
But unlike past mobile platforms, thanks to the powerfull graphics hardware in these new generation of smartphones, these mobile platforms are especially interesting to us, the game and media developers out there, too because they allow us to unleash realtime graphics in a quality previously restricted to the closed handheld platforms from Nintendo and Sony.&lt;br /&gt;
These new, powerful mobile platforms are only beaten by the web, especially the social monster platforms like Facebook and MySpace or platforms like BigPoint which are gaming focused social platforms that are no short from stunning.&lt;br /&gt;
&lt;br /&gt;
So its no wonder that more and more developers try to push into these fields, some with more and some with less experience.&lt;br /&gt;
That brings me to the core topic of todays blog which is about how to get into this field, create stunning visuals if you aren’t among the gifted ones with a deep dark art ninja background in 3d math, shaders and engine programming, because today, all is about developing iPhone games using the Unity 3 engine with its iPhone Platform addon, what it enables us to do but also what has changed compared to the previous version, Unity iPhone 1.7!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unity 3 builds upon the base that Unity 2.5+ created for the desktop side last year with a much stronger and more powerfull editor framework and some serious enhancement to productivity. Unity 3 took that and added various new powerfull features to further raise the bar on this end like the possibility to make objects snap to any polygon surface by just pressing a button while dragging it, by unifying the various editor versions that the different platforms had in the past and make it all happen from a single editor through the possibility to define the target platform of a project.&lt;br /&gt;
Unity 3 also kept those things alive that already in the past made Unity outshine its competition: A very fast, productive workflow which has a significant impact on your development! Be it the time required to create an early prototype of your game (which is commonly a matter of days at maximum), which you can test over and over on the fly without waiting for the lengthy iphone deploys every time thanks to the Unity Remote application. The new graphics emulation options help you getting a pretty good feel on how it will look in the end on the device.&lt;br /&gt;
Also the art pipeline is still as simple, powerfull and straight forward as it always has been. Drop in, wait for it to be processed, reconfigure the import settings and use it. Simple as that.&lt;br /&gt;
&lt;br /&gt;
What is new to this streamlined and performant environment is that Unity 3 adds MonoDevelop to the equation, likely the best C# editor available on OSX. But UT went further than just supporting it, they made it capable of being used for UnityScript as well but much more importantly: Unity 3 adds &lt;strong&gt;debugging&lt;/strong&gt;, a long requested and awaited things, handled through monodevelop and its rather major environment for this purpose!&lt;br /&gt;
&lt;br /&gt;
These things together make Unity 3 one of the most performant, powerfull yet still easy to use platforms for iPhone development available to date and that without sacrificing performance on the application as the engine is highly optimized and feature packed.&lt;br /&gt;
&lt;br /&gt;
For users of Unity iPhone 1.7, these features definitely will add some serious extra value because although you thought you could do fast before, you will rethink your definition of fast once you used Unity 3 :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But thats by far not all that Unity 3 gives us on the iPhone platform, many other new things found their way in.&lt;br /&gt;
&lt;br /&gt;
One of the most important changes over Unity iPhone 1.7 is related to the iOS platform and the power it offers if you can unleash it meaningfully.&lt;br /&gt;
With iPhone 1.7, unleashing this basically required you to own the Pro version of the license, simply because Plugins (native C code binding to talk directly to UIKit etc) were a pro only thing.&lt;br /&gt;
But with Unity 3, Unity Technologies has reconsidered this feature delta and I’m pretty happy to let all those of you who don’t keep a close eye on the things know that with Unity iPhone 3, both licenses give you the power to unleash the iOS in your application through native function calls!&lt;br /&gt;
Yes you read right, with Unity iPhone 3 you can use plugins in your iphone application, independent on if you own the Unity iPhone or Unity iPhone Pro license, giving you access to various previously „unusable“ third party systems and giving your programmers the tools they were waiting for to give your game its very unique iOS treatment!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unity iPhone 3 also introduces more features on the architecture end.&lt;br /&gt;
Where you previously always targeted ARMV6 and OpenGL ES 1.1 only, unity 3 allows you to make your application target ARMV7 + OpenGL ES 2.0, which gives you access to the new iDevices (3GS and newer, including iPad) programmable graphics pipeline, which grants you access to those advanced graphics possibilities that enabled the big companies out there to push the visual quality of their games to where are. Epics „Citadel Tech Demo“ among Carmacks own tech demos show what you can achieve through using this programmable pipeline combined with the required artistic talent, but also realtime toon shading would be an option as well as naturally rather trivial things like pixel lights :)&lt;br /&gt;
&lt;br /&gt;
This visual quality is further enhanced by the new Lightmapping System Unity 3 has integrated which is using the Beast technology, a widely acknowledged standard for lightmapping in game development on Desktop and Next Gen consoles, hitting the iPhone for the first time through Unity 3 basically.&lt;br /&gt;
&lt;br /&gt;
To help you keep a good performance with all this new blinky from OGL ES 2.0 and Beast, Unity 3 Pro (and iPhone Pro) got a new powerfull backup system, Umbra, a widely known and used top notch occlusion culling system that ensures that your game only sends objects to the system for rendering that are also visible to the camera at the time instead of flooding it bruteforce style. The PVS data to do this are all generated offline in the editor, they won’t kill your performance at runtime through realtime calculations of it!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For fellow developers coming from Unity iPhone 1.7 as I did I would also like to add a few words of warning on things you might be used to and „think to know“: As you might have read, Unity 3 iPhone no longer batches skinned meshes, the batching works differently and alike.&lt;br /&gt;
Unlike iPhone 1.7 though the performance consequences of batching and not batching on Unity 3 are totally different.&lt;br /&gt;
So don’t fear seeing higher numbers of draw calls as it does not mean that it will perform worse. Actually in beta prior the reactivation of the batching, the Unity 3 iPhone engine outperformed 1.7 with 3 times the number of drawcalls from Unity iPhone 1.7&lt;br /&gt;
&lt;br /&gt;
What you should work with to base your decisions on if something is performant or not is the in-application profiler on the device, that will give you a solid idea what is really the bottleneck. Don’t do it basing on drawcalls unless they really go totally out of scale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is just the tip of the iceberg basically, there is more to come from me on Unity 3, in relation to web development, iphone development and likely as well in relation to android development as I recently got a HTC Desire to get in touch a bit more with the „dark side of the mobile platforms“&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-5064618787230960677?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/XNDS9NnRpmgjSFFTgT__Ixn8gG0/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/XNDS9NnRpmgjSFFTgT__Ixn8gG0/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/XNDS9NnRpmgjSFFTgT__Ixn8gG0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/XNDS9NnRpmgjSFFTgT__Ixn8gG0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/n4VklBfy1XU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/5064618787230960677/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/09/iphone-development-with-unity-3.html#comment-form" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/5064618787230960677?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/5064618787230960677?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/n4VklBfy1XU/iphone-development-with-unity-3.html" title="iPhone Development with Unity 3" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>1</thr:total><feedburner:origLink>http://www.unityversum.com/2010/09/iphone-development-with-unity-3.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkcNQ3k6fSp7ImA9Wx5WFk8.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-4072929532982556023</id><published>2010-09-27T21:42:00.000+02:00</published><updated>2010-09-27T22:41:32.715+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-09-27T22:41:32.715+02:00</app:edited><title>It landed: Unity 3 has been released</title><content type="html">There are such days which you awaited for a long time and once they really happen, you are unsure if the day is real.&lt;br /&gt;Today is such a day, long awaited by many independent game developers, awaited like no other this summer: Unity Technologies pushed the red button which rockets Unity 3 out of the beta right into its release, which you can find on &lt;a href="http://www.unity3d.com"&gt;Unity's website&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Unity 3 is introducing many new things, from new powerfull editor functionalities like „drag align to surface“ for any type of surface (including freeform mesh objects), over long awaited enhancement of security standards on the webplayer (crossdomain access xmls) up to the two top class middleware technologies Beast and Umbra which power Unity 3 and offer a serious raise on the visual quality and performance level when utilized correctly.&lt;br /&gt;&lt;br /&gt;With the release of the new board and the new website in the past days upfront this release, the unity environment went through a solid overhaul.&lt;br /&gt;The page overhaul also updated the feature pages and the license comparision pages, so all interested upgraders can get an idea on what they would get for upgrading.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;What also is of interest for many is that as with the previous generation of the awarded Unity engine, there is a free version of it available again that lets you experience and use large parts of the technology for free, be it for private, for educational or for commercial usage!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Right now, jumping the download would likely not help you all that much, because the large interest in the new version has its impact on the licensing server, in short you have only a restricted chance of activating your license.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-4072929532982556023?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/JHKadaDCEztfkSuojObQdElENOY/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/JHKadaDCEztfkSuojObQdElENOY/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/JHKadaDCEztfkSuojObQdElENOY/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/JHKadaDCEztfkSuojObQdElENOY/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/N3fTU3MvhK8" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/4072929532982556023/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/09/it-landed-unity-3-has-been-released.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4072929532982556023?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4072929532982556023?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/N3fTU3MvhK8/it-landed-unity-3-has-been-released.html" title="It landed: Unity 3 has been released" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/09/it-landed-unity-3-has-been-released.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DU4NR3YycSp7ImA9Wx5TE0g.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-6176573148661469340</id><published>2010-07-29T00:40:00.000+02:00</published><updated>2010-07-29T00:59:56.899+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-07-29T00:59:56.899+02:00</app:edited><title>iPhone 3G and iOS4 Warning followup</title><content type="html">&lt;p&gt;Hello everybody&lt;/p&gt;&lt;p&gt;I assume that you all were as surprised as I have been when Apple today finally (after 4 months or so of being told on a regular base) acknowledged that they trashed the 3G devices with iOS 4. It might have had to do with the fact that they have surely done a significant amount of warranty 3G replacements and it might also be related to iOS 4.1 being said to solve it, nobody will ever know.&lt;/p&gt;&lt;p&gt;What I know is that I lost confidence in Apple and my last nerve after my iPhone shut down after 20 hours of idle although it was fully loaded before, where it with iOS3 lasted up to a week. The only way to squeeze out more was to disable notifications, which is more than just suboptimal.&lt;/p&gt;&lt;p&gt;As Apple does not want to offer any solution to the problem, I went the same way a few others went and used the one solution that solves it forcefully.&lt;/p&gt;&lt;p&gt;As my 3G is from 2008, my warranty ran out a long time anyway, making the decision if I should „redsn0w“ the problem pretty trivial.&lt;/p&gt;&lt;p&gt;And guess what: The redsn0w jailbroken iOS4 installation (disabled multitasking &amp; wallpaper features) now has the good old battery runtime and much better performance again and runs in circles around the previous iOS4 installation in performance and battery life and that even with enabled notifications.&lt;/p&gt;&lt;p&gt;Subjectively and from Free Memory / AppBox pro data, it seems like I even have more ram free than on iOS 3.1.3&lt;/p&gt;&lt;p&gt;As I always avoided and was against jailbreaking (I know that some cool tools exist over there, but to me it was a thing that is more a problem to me as iphone dev than a help but in this case I just had no options any longer), it took me a while to find some usefull article on how to do it but finally I found &lt;a href="http://www.iphoneheat.com/2010/07/how-to-jailbreak-iphone-3g-ios-4-0-1-firmware-redsn0w/"&gt;http://www.iphoneheat.com/2010/07/how-to-jailbreak-iphone-3g-ios-4-0-1-firmware-redsn0w/&lt;/a&gt;&lt;/p&gt;&lt;p&gt;If you download the 4.0.0 ipsw from there it will go through the installation without any problem and work fine afterwards.&lt;/p&gt;&lt;p&gt;I hope quite some of you will get back a usable iPhone 3G on iOS4 this way too.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-6176573148661469340?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/H-BcspzciWDZG4QriTASDwyEQks/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/H-BcspzciWDZG4QriTASDwyEQks/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/H-BcspzciWDZG4QriTASDwyEQks/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/H-BcspzciWDZG4QriTASDwyEQks/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/qEgc2Y2a3NA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/6176573148661469340/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/07/iphone-3g-and-ios4-warning-followup.html#comment-form" title="4 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/6176573148661469340?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/6176573148661469340?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/qEgc2Y2a3NA/iphone-3g-and-ios4-warning-followup.html" title="iPhone 3G and iOS4 Warning followup" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>4</thr:total><feedburner:origLink>http://www.unityversum.com/2010/07/iphone-3g-and-ios4-warning-followup.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CkMGRXY4fCp7ImA9WxFUGUk.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-8310047395879162450</id><published>2010-06-30T23:27:00.000+02:00</published><updated>2010-07-01T01:27:04.834+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-07-01T01:27:04.834+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="iOS4" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone OS 4" /><category scheme="http://www.blogger.com/atom/ns#" term="iPhone" /><title>Warning to all fellow iPhone 3G and iPod Touch 2nd generation users</title><content type="html">&lt;p&gt;Hello everybody&lt;/p&gt;&lt;p&gt;I thought I would send out a short warning now that enough broad tests have run:&lt;/p&gt;&lt;p&gt;If you use your 2nd gen iDevice for more than productivity (means you use it for multimedia or gaming), do NOT, I repeat, NOT upgrade to iOS4!&lt;/p&gt;&lt;p&gt;You will regret it serverly because it will run significantly slower (startups take easily twice as long) and multimedia apps stand little to no chance to not crash in many cases because under the new OS, although all the nice features were cut for 2nd gen devices, the amount of available memory is even lower than on iOS3 already. Back then you at least had 25-30mb on the iphone 3g, now be happy if it gets above 20 ...&lt;/p&gt;&lt;p&gt;So again: if you like gaming or using multimedia apps, skip iOS4 for the time being (4.1 at least assuming apple has any interest to solve the problems instead of just making you want to upgrade even more desperately after trashing your device technically).&lt;/p&gt;&lt;p&gt;EDIT: I realized I have forgotten an important part and that is that the device is not only slower but the cpu etc is also more used so your battery life will suffer (for me lifetime tends to be reduced to 50% and less)&lt;/p&gt;&lt;p&gt;your&lt;/p&gt;&lt;p&gt;Marc ‚Dreamora‘ Schaerer&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-8310047395879162450?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/yu0pkdjyk6K7qbZN-uwfxAjveas/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/yu0pkdjyk6K7qbZN-uwfxAjveas/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/yu0pkdjyk6K7qbZN-uwfxAjveas/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/yu0pkdjyk6K7qbZN-uwfxAjveas/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/q8HGq-IZMS0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/8310047395879162450/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/06/warning-to-all-fellow-iphone-3g-and.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/8310047395879162450?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/8310047395879162450?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/q8HGq-IZMS0/warning-to-all-fellow-iphone-3g-and.html" title="Warning to all fellow iPhone 3G and iPod Touch 2nd generation users" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/06/warning-to-all-fellow-iphone-3g-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEMNR3oyeyp7ImA9WxFQFU4.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-4499326733880695387</id><published>2010-05-11T01:38:00.000+02:00</published><updated>2010-05-11T02:08:16.493+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-05-11T02:08:16.493+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="web development" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="iphone development" /><category scheme="http://www.blogger.com/atom/ns#" term="c#" /><category scheme="http://www.blogger.com/atom/ns#" term="unity iphone" /><category scheme="http://www.blogger.com/atom/ns#" term="chat" /><title>The iPhone, the devs and the future</title><content type="html">Hello everybody&lt;br /&gt;&lt;br /&gt;It has been a while since my last blog.&lt;br /&gt;This was due to Apple’s change of the Terms of Service for developers and the devastating consequences for many smaller and especially contract developers using middleware, including me.&lt;br /&gt;&lt;br /&gt;Unlike others though I decided to not blog hate chants and alike on the topic but at least attempt to stay calm while I evaluate alternatives and potential solutions and do all I can to makeup for the lost income from at least for now frozen projects.&lt;br /&gt;It has been a busy and very stressful time and my amount of sleep definitely has suffered.&lt;br /&gt;&lt;br /&gt;But its starting to get better and the future is starting to look brighter.&lt;br /&gt;Not needfully with Unity iPhone but on one hand there is Android thats gaining serious momentum at least on the sales numbers and with the new NDK and Android 2.2 it might finally become an option for non-freeware devs.&lt;br /&gt;&lt;br /&gt;But on the other hand I’ve spent a lot of time to learn new things to have fallback options should all go wrong.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Due to all this I haven’t had any time to work on my personal projects, neither an enhancement of the Unity Blogger and Unity iFrame gadget, nor did I have time to continue with UniCate.&lt;br /&gt;If all continues the way its currently progressing I am though confident to be soon able to work on them again and provide the community with a nice, simple and flexible IRC library and further simple to use measures to integrate their Unity webplayer in their other content, be it posting, blog or website.&lt;br /&gt;Thats my wish and target for the close future and I hope to soon be able to provide them to you.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-4499326733880695387?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/xG1IW_y3Y0hgO9UQs7kOla6tn6o/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/xG1IW_y3Y0hgO9UQs7kOla6tn6o/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/xG1IW_y3Y0hgO9UQs7kOla6tn6o/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/xG1IW_y3Y0hgO9UQs7kOla6tn6o/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/HrY0y_m-zgE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/4499326733880695387/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/05/iphone-devs-and-future.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4499326733880695387?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4499326733880695387?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/HrY0y_m-zgE/iphone-devs-and-future.html" title="The iPhone, the devs and the future" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/05/iphone-devs-and-future.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C04HRn4yeyp7ImA9WxFTFkU.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-7889436049643915401</id><published>2010-04-08T00:09:00.039+02:00</published><updated>2010-04-08T01:12:17.093+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-04-08T01:12:17.093+02:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity unity3d networking gadget blogger" /><title>Unity Blogger Gadget and Unity iFrame Gadget</title><content type="html">Hello everybody&lt;br /&gt;
&lt;br /&gt;
I would like to welcome all of you to my todays blog on two little helpers I've written and which I would like to share with you.&lt;br /&gt;
&lt;br /&gt;
These two helpers are:&lt;br /&gt;
&lt;br /&gt;
1. A Unity Blogger Gadget so you can embed a unity webplayer straight into your blogger blog&lt;br /&gt;
2. A Unity iFrame Gadget to embed a unity webplayer easily into a blog posting or website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;Unity Blogger Gadget&lt;/h2&gt;&lt;br /&gt;
The Unity Blogger Gadget is a small XML that enables you to use a unity webplayer as part of your Blogger Template. It will be always present.&lt;br /&gt;
&lt;br /&gt;
To use it, choose to add a new gadget and select that you want to use an own gadget and enter the following url to use it: http://www.gayasoft.ch/bloggergadget/UnityBloggerGadget.xml and accept.&lt;br /&gt;
The appearing window allows you to configure the URL to the player and the width / height of the player area&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;Unity iFrame Gadget&lt;/h2&gt;&lt;br /&gt;
The Unity iFrame Gadget is a wrapper that is of use whereever you want to embed the Unity webplayer without forcing in all the regular webplayer generated HTML code. For example a blog post, a CMS and alike.&lt;br /&gt;
&lt;br /&gt;
Similar to the Blogger Gadget, it also offers some configurability, namely url, width and height.&lt;br /&gt;
Unlike the Blogger Gadget though you have to pass these data as parameters to the gadget.&lt;br /&gt;
&lt;br /&gt;
The gadget itself can be found at http://www.gayasoft.ch/bloggergadget/UnityIFrameGadget.php&lt;br /&gt;
As an example, lets check out the below example which bases on an iframe and shows a webplayer at 560x420 pixel resolution with an iFrame thats slightly larger to host it without bars&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;i&gt;iframe height="440" src="http://www.gayasoft.ch/bloggergadget/UnityIFrameGadget.php?url=test.unity3d&amp;amp;width=560&amp;amp;height=420" width="590"&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;
This is a html tag just without the opening and closing brackets&lt;br /&gt;
&lt;br /&gt;
The webplayer in this case is located in the same place as the gadget as it serves as an example. You would normally provide an url like url=http://www.yourdomain.com/yourPlayer.unity3d with your own width and height :)&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;Information&lt;/h2&gt;&lt;br /&gt;
Feel free to drop me feedback, input, questions and requests, be it through comments or mail.&lt;br /&gt;
I'm looking forward to hear from you and see your usages of it :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;h2&gt;Example&lt;/h2&gt;&lt;br /&gt;
The example is a slightly modified Unity Network Example (can be found at http://unity3d.com/support/resources/example-projects/) where the server is running as headless client on my server.&lt;br /&gt;
&lt;br /&gt;
&lt;iframe height="440" src="http://www.gayasoft.ch/bloggergadget/UnityIFrameGadget.php?url=test.unity3d&amp;amp;width=560&amp;amp;height=420" width="590"&gt;&lt;br /&gt;
&lt;p&gt;Your browser does not allow iframes which are required to show the webplayer gadget&lt;/p&gt;&lt;/iframe&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-7889436049643915401?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/q7n2aTsBxE_njLgmNv5g2Kd0WYo/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/q7n2aTsBxE_njLgmNv5g2Kd0WYo/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/q7n2aTsBxE_njLgmNv5g2Kd0WYo/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/q7n2aTsBxE_njLgmNv5g2Kd0WYo/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/Dp0RVEpO76s" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/7889436049643915401/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/04/iframe-gadget-test.html#comment-form" title="6 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/7889436049643915401?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/7889436049643915401?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/Dp0RVEpO76s/iframe-gadget-test.html" title="Unity Blogger Gadget and Unity iFrame Gadget" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>6</thr:total><feedburner:origLink>http://www.unityversum.com/2010/04/iframe-gadget-test.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEEBRHw6cCp7ImA9WxBaF0k.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-981816744956249345</id><published>2010-03-26T09:06:00.000+01:00</published><updated>2010-03-28T04:17:35.218+02:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-28T04:17:35.218+02:00</app:edited><title>Experiencing Webgamedevelopment</title><content type="html">Hello everybody&lt;br /&gt;&lt;br /&gt;Today I would like to share some recent experiences with you on multiplayer webgame development with Unity Pro 2.6.1 and the integration of webservices.&lt;br /&gt;&lt;br /&gt;I will be doing this in relation to my work on &lt;a href="http://www.reignofsteel.net"&gt;Reign of Steel&lt;/a&gt;, an action oriented War Machine Combat game that entered the closed beta and thats running completely within the browser without any installation and reasonably short initial download times thanks to Unity Pros capabilities.&lt;br /&gt;&lt;a href="http://www.reignofsteel.net"&gt;Reign of Steel&lt;/a&gt; offers action packed multiplayer combat  on its own dedicate that offers engaging multiplayer combats &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;So let me start on the topic of webgame development.&lt;br /&gt;&lt;br /&gt;Unity offers a very powerfull webplayer capability and in our case with Unity Pro we have even more powerfull capabilities in that field with the streamed webplayer and asset bundles.&lt;br /&gt;These capabilities definitely help games to be developed and deployed much faster than with the traditional 3D web technologies basing on Java, yet it naturally still requires planning on how to handle the data, because one of the most important things with webgames that are not installed in some way (like BattleField Heroes or Quake Live) is that the user waits as little as possible while still being able to enjoy the game during the load of the remaining data.&lt;br /&gt;&lt;br /&gt;We did quite a bit on research on the topic in relation to Unity and what our options are and I think we found a pretty solid solution which we intend to roll into the game at a later point.&lt;br /&gt;&lt;br /&gt;An optimal handling is especially important in our case as we do not have some kind of social single player game but a &lt;strong&gt;realtime action oriented multiplayer&lt;/strong&gt; game so when you jump into the game you need to have the data, loading them as you go would seriously destroy the experience and immersion and at worst give you a disadventage over the other players in your game.&lt;br /&gt;&lt;br /&gt;At the time &lt;a href="http://www.reignofsteel.net"&gt;Reign of Steel&lt;/a&gt; is in closed beta and new keys are handed out on a regular base through the twitter channel ( &lt;a href="http://www.twitter.com/ReignOfSteel"&gt;http://www.twitter.com/ReignOfSteel&lt;/a&gt; ), through the wall on our corresponding Facebook Profile and through the thread on the Unity developer boards: &lt;a href="http://forum.unity3d.com/viewtopic.php?t=45878"&gt;http://forum.unity3d.com/viewtopic.php?t=45878&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Whats just as important for the game is a good and solid choice for the networking.&lt;br /&gt;We considered different networking architectures and different technologies which were suitable for our intend usage as services on our servers.&lt;br /&gt;In the end after different experiments and benchmarks, and thanks to Unity 2.6s addition of headless Windows clients, we decided to go with Unity Servers, as they have a very low cpu load, offer all the data required for collision testing etc and work very well with the usage we had in mind.&lt;br /&gt;Knowing about some of the problems of it we also wrote the networking code to be flexible and are now using a fully RPC based networking for all ingame things with additional WWW connections between webservice &amp;lt;-&amp;gt; client (fetching of data like username basing on the usersession on the website among many more things to come) and webservice&amp;lt;-&amp;gt; server.&lt;br /&gt;&lt;br /&gt;This last yet a very important part of my work on &lt;a href="http://www.reignofsteel.net"&gt;Reign of Steel&lt;/a&gt; was and is the development of the &lt;strong&gt;webservice related implementation&lt;/strong&gt; in the client and game server.&lt;br /&gt;The first batch of that work is already visible in the beta, thats the usage of userdata that the client automatically fetches from the webservices basing on your session from the login on the website.&lt;br /&gt;&lt;br /&gt;But its only one of many webservice related things on the client and also the server end that are in development or on the whiteboard for the future, like an ingame shop to buy weapon, configurable tank or gaining experience among other cool things as you play.&lt;br /&gt;&lt;br /&gt;Working with webservices within a technology thats not layed out for webservices is not always simple.&lt;br /&gt;&lt;br /&gt;As I’ve mentioned in the previous blog were I was not in the position to talk about the specific project in question unlike I am now, we were forced to look for an alternative solution to one of our problems due to security constraints in the webplayer (none availability of p/invoke)&lt;br /&gt;For the webservices we had and have in mind, we happily had more luck, because there exist different solutions that are purely .NET.&lt;br /&gt;We were looking for a library that works on the game server as well as the client and especially we wanted a lightweight solution to save precious cpu time on client and game server and we were lucky because we found exactly the solution that meets our needs, works fine with Unitys WWW while still being lightweight.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;I hope you enjoyed this short episode on my past work and I would like to say sorry for all who hoped that the next blog entry will be about my IRC library.&lt;br /&gt;I’ve had only restricted time recently to work on it but I definitely intend to drive it further and let you all see it in action in a way where it is enjoyable. That will likely not be in march anymore but definitely soon.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-981816744956249345?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/EW7I8RmSAmjSBG5AyS4qd8TcV0c/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/EW7I8RmSAmjSBG5AyS4qd8TcV0c/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/u8_8Dx3mAuU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/981816744956249345/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/03/experiencing-webgamedevelopment.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/981816744956249345?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/981816744956249345?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/u8_8Dx3mAuU/experiencing-webgamedevelopment.html" title="Experiencing Webgamedevelopment" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/03/experiencing-webgamedevelopment.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0YFQHY5eSp7ImA9WxBUGUQ.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-4426050650123378624</id><published>2010-03-03T00:08:00.001+01:00</published><updated>2010-03-07T21:51:51.821+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-03-07T21:51:51.821+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="IRC" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="multiplayer" /><category scheme="http://www.blogger.com/atom/ns#" term="c#" /><category scheme="http://www.blogger.com/atom/ns#" term="unity iphone" /><category scheme="http://www.blogger.com/atom/ns#" term="chat" /><title>UniCate - IRC Communication with Unity</title><content type="html">Hello everybody&lt;br /&gt;
&lt;br /&gt;
Today I would like to talk about a little side track project I started recently for another project where we were looking into the options for chatting, friend listing and especially the related networking, over the borders of a single &lt;span style="text-decoration: underline;"&gt;&lt;a href="http://www.unity3d.com/"&gt;Unity&lt;/a&gt;&lt;/span&gt; server instance.&lt;br /&gt;
&lt;br /&gt;
Our original target was to use Jabber-net for this, but unhappily, jabber-net relies on some C code and p/invoke, which became a deal breaker as thats unavailable in the &lt;span style="text-decoration: underline;"&gt;&lt;a href="http://www.unity3d.com/"&gt;Unity&lt;/a&gt;&lt;/span&gt; webplayer.&lt;br /&gt;
We have by now another solution that works for our need, but I’ve decided to continue on my own on one of the experiments I did for potential solutions and thats an IRC library.&lt;br /&gt;
&lt;br /&gt;
The IRC protocol (&lt;span style="text-decoration: underline;"&gt;&lt;a href="http://irchelp.org/irchelp/rfc/rfc.html"&gt;Internet Relay Chat Protocol&lt;/a&gt;&lt;/span&gt;) is a pretty widely used protocol for chating, is well documented and has various server demons available that the user easily can install on his own server machines to handle the ingame chat. In addition its possible to just use an own room on one of the large IRC networks (freenode, quakenet, ...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: 24pt;"&gt;&lt;strong&gt;The library&lt;br /&gt;
&lt;/strong&gt;&lt;/span&gt;At the time, the work is still pretty much at the beginning and I’m on track for refactoring and cleaning up the R&amp;D Experiment, so I’ve nothing to show at the time.&lt;br /&gt;
But I intend to get out a first simple chat webplayer within the next weeks should my time allow it and build upon it, building towards a seriously usable library (name unknown at the moment) to enable all &lt;span style="text-decoration: underline;"&gt;&lt;a href="http://www.unity3d.com/"&gt;Unity&lt;/a&gt;&lt;/span&gt; games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One thing that I’m pretty much interested in is research on the possibility to build a modified front end for it to enable it to also work as an editor addon, so developers can chat directly with each other within the editor, but thats something I’ve not invested too much time in for research so far as the library itself first needs to be there before it makes sense to consider a spinoff - alternative technology basing on it.&lt;br /&gt;
I’m generally very interested in adding team capabilities to the game editor to enable teams working more efficient with each other, with less loops to jump through and with less frustration when doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I’ll keep you updated on my work :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-4426050650123378624?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/VCtk945xaZvqJvCma_qY0vx2Eng/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/VCtk945xaZvqJvCma_qY0vx2Eng/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/VCtk945xaZvqJvCma_qY0vx2Eng/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/VCtk945xaZvqJvCma_qY0vx2Eng/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/rnbt7-Mopsk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/4426050650123378624/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/02/u-irc-irc-client-library-for-unity.html#comment-form" title="1 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4426050650123378624?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/4426050650123378624?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/rnbt7-Mopsk/u-irc-irc-client-library-for-unity.html" title="UniCate - IRC Communication with Unity" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>1</thr:total><feedburner:origLink>http://www.unityversum.com/2010/02/u-irc-irc-client-library-for-unity.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UHR3s5eyp7ImA9WxBVFUU.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-3640841502308851101</id><published>2010-02-19T00:11:00.000+01:00</published><updated>2010-02-19T14:13:56.523+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-02-19T14:13:56.523+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="appstore" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="iphone development" /><category scheme="http://www.blogger.com/atom/ns#" term="unity iphone" /><title>iPhone AppStore 3G filesize limits raised</title><content type="html">As various users have reported independent of each other, Apple has raised the filesize border on the iPhone AppStore while being 3G connected.&lt;br /&gt;
&lt;br /&gt;
The original filesize limit was 10MB. That means that any file / product that was smaller or equal to 10mb in size could be bought and/or downloaded when on 3G. Anything larger required WiFi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Somewhen in the past 24 hours it seems though like Apple raised this bar from 10MB to 20MB which will enable a much larger amount of apps to be 3g available. Even for those already within the original 10MB its good news, as it means that they have no another 10MB available to spend on assets and game content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For me as Unity iPhone Advanced user this is actually great news.&lt;br /&gt;
Unity, due to its nature as precompiled engine, that uses a reduced amount of the .NET runtimes, has already a base size of several MBs without any game data present in the application, which didn‘t leave much room for quality assets.&lt;br /&gt;
With the raise to 20MB for the 3G app limit, this now has changed, allowing us to integrate more assets while still fullfilling the 3G download limits!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope you all enjoy this just as much as I do :)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-3640841502308851101?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/4n6EsJ5MODHOfUktgTQmHPg93x4/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4n6EsJ5MODHOfUktgTQmHPg93x4/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/4n6EsJ5MODHOfUktgTQmHPg93x4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4n6EsJ5MODHOfUktgTQmHPg93x4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/erUMj-R5oUo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/3640841502308851101/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/02/iphone-appstore-3g-filesize-limits.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/3640841502308851101?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/3640841502308851101?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/erUMj-R5oUo/iphone-appstore-3g-filesize-limits.html" title="iPhone AppStore 3G filesize limits raised" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/02/iphone-appstore-3g-filesize-limits.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0UCQ3c8fip7ImA9WxBVFUU.&quot;"><id>tag:blogger.com,1999:blog-3525673445936637979.post-769225746401730624</id><published>2010-02-18T14:05:00.000+01:00</published><updated>2010-02-19T14:14:22.976+01:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2010-02-19T14:14:22.976+01:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="unity" /><category scheme="http://www.blogger.com/atom/ns#" term="web development" /><category scheme="http://www.blogger.com/atom/ns#" term="gaysoft" /><category scheme="http://www.blogger.com/atom/ns#" term="unity3d" /><category scheme="http://www.blogger.com/atom/ns#" term="game development" /><category scheme="http://www.blogger.com/atom/ns#" term="iphone development" /><category scheme="http://www.blogger.com/atom/ns#" term="c#" /><title>The new blog</title><content type="html">I would like to welcome you on my new blog, focused on my hobby, dedication and profession: Unity from Unity Technology (&lt;a href="http://www.unity3d.com/"&gt;http://www.unity3d.com&lt;/a&gt;)&lt;br /&gt;
&lt;br /&gt;
I‘ll talk about collected and refined important informations, talk about my own development and thoughts related to my work and sparetime with unity.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3525673445936637979-769225746401730624?l=www.unityversum.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/-7RIopCZyOMCNWowYqAcg8zQdyU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/-7RIopCZyOMCNWowYqAcg8zQdyU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Unityversum/~4/s0n8cOJ-Gxk" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://www.unityversum.com/feeds/769225746401730624/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://www.unityversum.com/2010/02/new-blog.html#comment-form" title="0 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/769225746401730624?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3525673445936637979/posts/default/769225746401730624?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Unityversum/~3/s0n8cOJ-Gxk/new-blog.html" title="The new blog" /><author><name>Marc 'Dreamora' Schaerer</name><uri>http://www.blogger.com/profile/05712729234546065861</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="24" height="32" src="http://3.bp.blogspot.com/_bgbxXamogq8/SXvXXA21s1I/AAAAAAAAAF8/pvtEnnlWw8Y/S220/DSC00330.JPG" /></author><thr:total>0</thr:total><feedburner:origLink>http://www.unityversum.com/2010/02/new-blog.html</feedburner:origLink></entry></feed>

