ios - Xcode (swift) vs Unity for isometric 2d mobile-apps - Performace, Package Size -


let's assume want develop isometric 2d mobile-game such clash of clans example.
main target ios of course android nice, (but not must-have).
have decide either program apples xcode (therefore swift language, pretty familiar with), or develop game unity3d (and therefore c# language, pretty familiar with). personally, don't prefer 1 on other.

so set-up.

as don't have preferences, i'd choose 1 offers benefits 2.5d game me.

the questions:

  • is there difference in getting approval app-store if program in swift, or use unity; c#?
  • how big difference of published package-size of app between unity , xcode?
  • does unity-written app run smoothly xcode-written app?

i hope me that.

if missed points there, feel free criticize me , give me opinions on it.

greetings
chriz

  • is there difference in getting approval app-store if program in swift, or use unity; c#?

no, given general comparison - there should nothing here favoring or disallowing 1 on other.

  • how big difference of published package-size of app between unity , xcode?

that hard say. there added libraries unity inclusion whereas apple have shared libraries apart of os - used every app. think shared libraries here - apple permitted this. not confused newly released ios 9 'app thinning'.

the larger weight media/images/bitmaps.

  • does unity-written app run smoothly xcode-written app?

since both end using opengl, end result should same or similar. os , device mature - if unity doesn't leverage it, end giving performance advantages.

but... flip side of being tightly coupled swift/ios/apple, abandon android market - , if considering - i'd suggest unity based on shared if there remote possibility want deploy android, desktops, *tv devices in future.


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