Little Orpheus Tech Talk: Developing for Apple Arcade
summary
Little Orpheus targets iOS/tvOS/macOS on Unity 2019.3.11f1 and runs eight episodes split into ~60–70 blocks, optimized to fit a 4 GB App Store limit and avoid the ~69% memory crash threshold. Development uses iPad mini 4 as the low-end profiler and iPhone 8 as the baseline, with ASTC textures, Addressables for per-bundle size tracking, ShaderVariantCollections to avoid compile hitches, explicit 1080/720/600 render resolutions, incremental GC, and scene lightmap and animation keyframe reductions.
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chapters (12)
- 0:00Intro
- 2:00ARCADE AS A TARGET PLATFORM
- 2:43LOWEST SPEC DEVICES
- 3:34DEVELOPMENT TARGET DEVICE
- 3:56HOW DID WE MAKE LITTLE ORPHEUS?
- 4:23PACKAGES AND OTHER TECH (1)
- 8:20SCENE LAYOUT
- 9:08LOTS OF DEVICES
- 10:16OPTIMISATION
- 11:26OPTIMISING FOR SIZE
- 13:53OPTIMISING FOR MEMORY (1)
- 15:16OPTIMISING FOR GPU (2)
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