The latest IDE should be fine. I haven’t tried OpenFeint. The primary issue is that Unity builds the full standalone for you, it doesn’t use Xcode.. Which you would need to integrate the OpenFeint stuff. Presumably, OpenFeint could provide a MAC OS DLL that you could drop into the package somehow, if OpenFeint chose to support it.
And, yes, you have to fork up another $99 to turn on the Mac OS stuff so you can setup new certificates and junk. Most of it carries over, some of it doesn’t.
For what it’s worth: I consider my own sales on Mac to be extremely meager, but I made up the $99 in a couple days. I’ve done zero advertising/promoting so far. That will change later this week though, so I’m pretty optimistic about it.
So you're saying that the latest IDE had what I need, I don't need the additional files from unity?
Would I be able to assume that open feint should work just fine?
Sent from my iPad
On Jan 31, 2011, at 12:02 PM, Cliff Owen <cli...@swiftcreekgames.com> wrote:
The current 3.2 bits are more than sufficient. Anything b3 or later should suffice. You just need to follow the directions Jake sent you to make sure your info.plist and bundle is created properly.
It’s actually quite a bit easier to do than an iOS submission... It must be. I was approved first time.
On 1/31/11 9:55 AM, "John Grden" <neor...@gmail.com <mailto:neor...@gmail.com> > wrote:
Thanks to both you! I'm on the beta so If you do find those emails please pass them along!
Sent from my iPad
Thanks for asking John and thanks for answering Jake.
I'm about to release for Mac App Store myself. I think I remember reading on the beta list that you do need custom patches from Unity. I'll try to dig up those emails today.
On Jan 31, 2011, at 12:29 PM, Jake Haas wrote:
I got my app submitted and approved using this tutorial: