Bringing Star Wars to the iPhone
summary
Used Unity 1.5 to build and ship Star Wars: Trench Run as a paid iPhone app, exporting to Xcode and embedding a Cocoa front end; typical meshes stay around 10,000 polys with animated parts at 2–3k, and the team keeps draw calls under 30 (3GS tolerated ~40). Key tricks: combine children/mesh batching, particle emitters count as one draw call, lasers use a line renderer plus a particle burst, TIEs use a waypoint manager that follows the X‑Wing, single update loop for performance, preallocate locals, compress music per scene and keep textures small (256–512).
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chapters (16)
- 0:00Introduction
- 1:06Why Unity for iPhone
- 8:52Unity iPhone IDE workflow
- 10:17Optimizing Trench Run with batching
- 15:54Lasers with particles and line renderers
- 18:24Collision detection and scoring
- 22:57TIE fighter AI and waypoints
- 27:16Optimizing engine updates and radar
- 33:19Sound design for iPhone
- 37:11Texture size considerations
- 41:45iPhone shaders and settings
- 44:17GUI manager for HUD
- 46:51Unity iPhone tips
- 51:10Co-routines and code optimization
- 53:39Stripping code and licensing
- 55:07Q&A
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