Legacy Documentation: Version 2018.2 (Go to current version)
Managed stack traces on iOS
Troubleshooting on iOS devices
Other Versions

Features currently not supported by Unity iOS

Graphics

  • DXT texture compressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression3D Graphics hardware requires Textures to be compressed in specialised formats which are optimised for fast Texture sampling. More info
    See in Glossary
    , Animation CompressionThe method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. Animation compression is a trade off between saving on memory and image quality. More info
    See in Glossary
    , Audio Compression, Build Compression.
    See in Glossary
    is not supported; use other formats instead. Please see the Texture2D Component page for more information.
  • Rectangular textures cannot be compressed to PVRTCPowerVR Texture Compression (PVRTC) is a fixed-rate texture format that compresses textures to significantly reduce file sizes without causing a noticable reduction in image quality. More info
    See in Glossary
    formats.
  • Movie Textures are not supported; use a full-screen streaming playback instead. Please see the Movie playback page for more information.

Scripting

  • Dynamic features like Duck Typing are not supported. Use #pragma strict for your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
    See in Glossary
    to force the compiler to report dynamic features as errors.
  • Video streaming via WWW and WebRequest classes is not supported.
  • FTP support by WWW and WebRequest classes is limited.

Features restricted to Unity iOS Pro License

  • Splash-screen customization

External libraries

It is recommended to minimize your references to external libraries, because 1 MB of .NET CIL code roughly translates to 3–4 MB of ARM code. For example, if your application references System.dll and System.Xml.dll then it means additional 6 MB of ARM code if stripping is not used. At some point the application will reach this limit and the linker will have trouble linking the code.


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Managed stack traces on iOS
Troubleshooting on iOS devices