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(+2)

I agree with everybody - I wouldn't have realized that my game was glitched out on Mac if my brother, who has a Mac, tried it out.

Of course, you can install a virtual machine to test your game out on other platforms, but if you have a Mac like my brother, you would have to pay the hundred dollars or so to buy a copy of Windows.

Another problem I have with building to multiple platforms is that, at least for Unity, building to multiple platforms is so painful, having to switch the platform, wait 3-5 minutes, build, wait 3-5 minutes, and then repeat three or more times.

Fortunately, I made a tool that automatically builds for me, with minimal technical settings like SuperUnityBuild. You can download it here. :)

(+1)

That looks cool! I had some Unity editor scripts for switching targets and initiating builds https://github.com/technicat/fugueditor but yours sounds more seamless (and I haven't used mine since last year so I don't know if they still work). Another option is Unity Cloud Build which was convenient for not tying up my underpowered Mac in long builds, but sometimes the builds queued for for days and if something went wrong I could never tell if it was a problem in the cloud build, Unity Collaborate, or something else...

(+2)

Yeah. I tried out Cloud Build once, but it was just weird and complicated. Also, I built my computer to specifically be for gaming and game dev, so my computer can handle building a couple applications at once.