How to compile the build of a Unity3D project for iOS on Windows?
- Tutorial

Build for iOS has always stood apart in Unity3D. If all the rest could be compiled on Windows machines, then IOS definitely needed a Mac. Like everyone I ran into this problem when trying to release my first iOS project, which seemed hard to overcome. However, recently there have been two events that make this problem almost irrelevant, and which went unnoticed on Habré.
How was it before?
Previously, to compile a project, it was necessary:
- Install Unity3D on Mac or Hackintosh;
- copy your project with Windows there;
- compile a project for Xcode from it;
- open the resulting project in Xcode and pack it into an ipa file;
- send to testers or in the Appstore.
Accordingly, the problems of synchronizing projects between Windows and Mac versions of Unity3D made themselves felt and for comfortable work it was necessary to buy a used Mac or suffer with virtual machines.
By the way, to my shame I didn’t really succeed in installing the hackintosh on VirtualBox.
So what happened that radically changed the situation?
New Hackintosh !!!
I don’t know why, but the Hakintosh theme has not been raised on Habré for a couple of years. The root tracker doesn’t really pamper us either, but a couple of weeks ago there appeared a ready-made image of Hackintosh for VMware, and for the latest version 10.9 Maverick. Everything works on VMware Workstation 10.x, which is called right out of the box and without any problems. I don’t give links to whoever needs it, and he himself will easily find it.
Unity3D 4.3
Although there has recently been a small article reviewing the new version of Unity3D , no one paid attention to a key innovation in it:
Ability to build iOS target in Windows! It's still necessary to compile resulting Xcode project on a Mac.
Yes Yes!!! Now files for Xcode can be compiled directly in the Windows version !!! Accordingly, about points 1, 2 and 3 can now be forgotten.
Those. Now almost all the work with the project can be done on Windows, and the Mac is needed only to package the project, which takes several minutes, and for which a virtual machine with Hackintosh is enough !!!
A quick guide for those who have not done this before
To compile a working build and run it on your device, you need only three things:
- Unity3D 4.3 - to compile an Xcode project
- Mac OS X with Xcode installed - to pack an Xcode project into an ipa file
- Developer IOS account - for creating certificates and profile provisioning necessary for signing ipa file
The compilation process itself is quite simple and intuitive, but for those who have not done this before, I will still write a short guide.
In the project settings, enter the Bundle ID that you specified when creating the profile root.

Build a project.

Transfer the resulting files to the Mac machine and open using Xcode.

Archive the Product-> Archive project.

To prepare the archive for distribution, click on Distribute.

If you are not ready to send the application to the Appstore, then select the 2nd item.

Select your profile and click Export.

Then indicate where to save the file.

After which the long-awaited ipa file is generated.

Now you can install it on your devices through your iTunes orTestflight .