Features currently not supported by Unity iOS
Graphics
- DXT texture compression is not supported; use PVRTC formats instead. Please see the Texture2D Component page for more information.
- Rectangular textures can not be compressed to PVRTC formats.
- Movie Textures are not supported; use a full-screen streaming playback instead. Please see the Movie playback page for more information.
- Terrain engine is not supported(
Terrain engine is supported now in ios/android
). - Tree Creator is not supported.
- Open GL ES2.0 is not supported on iPhone, iPhone 3G, iPod Touch 1st and iPod Touch 2nd Generation hardware.
Audio
- Ogg audio compression is not supported. Ogg audio will be automatically converted to MP3 when you switch to iOS platform in the Editor. Please see the AudioClip Component page for more information about audio support in Unity iOS.
Scripting
- OnMouseDown, OnMouseEnter, OnMouseOver, OnMouseExit, OnMouseDown, OnMouseUp, OnMouseDrag events are not supported.
- Dynamic features like Duck Typing are not supported. Use
#pragma strict
for your scripts to force the compiler to report dynamic features as errors. - Video streaming via WWW class is not supported.
- FTP support by WWW class is limited.
Features Restricted to Unity iOS Advanced License
- Static batching is only supported in Unity iOS Advanced.
- Video playback is only supported in Unity iOS Advanced.
- Splash-screen customization is only supported in Unity iOS Advanced.
- AssetBundles are only supported in Unity iOS Advanced.
- Code stripping is only supported in Unity iOS Advanced.
- .NET sockets are only supported in Unity iOS Advanced.
Note: 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 application will reach limit when linker will have troubles linking the code. If you care a lot about application size you might find C# a more suitable language for your code as is has less dependencies than JavaScript.