Dear Dan & Shawn, Thank you both for your detailed answers! This helpes a lot! Best would be WebGL but i have read somewhere that it can not use vr rendering, (stereo pics and phone tracking) but this neads to be veryfied. If not, I think i should go both routes (TestFlight and on spot deployment) simultaniously, since i dont even know how many people will show up with iPhones. But total audiance will be up to 200 people.. Thanks again and if more thoughts come up, please let me know.
Best,
Johnny
Dan Wilcox danomatika@gmail.com schrieb am Fr., 16. Sept. 2022, 13:57:
Howdy Johnny,
Easiest is really to plug each device and build/run one at a time. If you only need to do this once before a show, it's not too big of a deal as long as it's well-tested beforehand. The app will be time-limited to how long the developer profile is good for, usually 6 moths to a year, so keep that in mind before the apps suddenly stop working within a working theater or installation environment. :P
Note: It used to be that you had to have a developer account to actually run on the device (100 USD per year), but they might have relaxed that. I would plan for factoring in the cost of a license if you are billing for the project.
The other option is to deploy using TestFlight. You need a developer account, then create a entry for the app in AppStore Connect, submit a build to the app store from Xcode, wait for the build to be processed, then create a new TestFlight build. Then you can invite testers via a link or through their AppleID emails. They need to install the free TestFlight app, but they will then be notified of any new test versions and can install via TestFlight. This does *not* require releasing the app publicly, *but* it is similarly time-limited.
Another option is to go the enterprise route where you have your own provisioning server etc but I have never tried that as it's more of an IT-department kind of thing and requires more work to figure out. I believe Apple has shifted a lot of things in this area to TestFlight now.
On Sep 16, 2022, at 12:00 PM, pd-list-request@lists.iem.at wrote:
Message: 1 Date: Fri, 16 Sep 2022 09:57:52 +0200 From: Johnny Mauser joson.android@googlemail.com To: Pd-List pd-list@lists.iem.at Subject: [PD] App for iOS Message-ID: FE84466F-25FC-4B33-9B2C-01B44A4DA68F@googlemail.com Content-Type: text/plain; charset=utf-8
Dearest community,
This will not be Pd related so sorry for x-posting. But I am novice in this next questions and trust you the most..
I am developing an Unity app which is supposed to show 3D-360? recordings within a Theater Performance and on my android phone tests are working fine. Now I came across the question how to deploy this app to iPhone users, and am reading that it needs to be published on the App Store. I think this would kill my efforts for iPhone, since the criteria to publish in the App Store can probably not be met. Is there any workaround to deploy apps to iOS devices without building for each device seperatly? Anything to trick this stupid safety process?
Greatfull for any experiences and ideas,
Jonas
Dan Wilcox @danomatika http://twitter.com/danomatika danomatika.com robotcowboy.com