Xcode workspace with Unity3D as a sub-project? - iphone

Let's say we're developing a 2D game with Cocos2d-iPhone and UIKit and CoreAnimation. But we're also considering leveraging the 3D capabilities of Unity 3D.
Is it possible that we add the Unity3D-generated Xcode project as a sub-project into the workspace and expose the 3D UI element as some kind of UIView subclass so that the native UIKit and CoreAnimation code could use them without the need to mess up with their underlying Unity3D implementation?

Yes, it's possible.
The guys from Blurst have made some games using Cocoa as frontend and Unity to 3D stuffs. Take a look on links below, there are very good informations on them:
A Cocoa-Based Frontend For Unity iPhone Applications
Building a iOS Unity + UIView / UIViewController / Interface Builder
App
An Experiment with iPhone Native UI and Unity 3 Pro
Unity Iphone App Embebed in objectiveC app

Related

Integrate 3d game functionality in Native iOS through Flutter

I am currently trying to implement a 3d game, in which I also need nativeiOS functionality like good integration of the applePencil (like with pencilKit).
I thought about using SceneKit but as I found a lot of information that it is not that great (https://developer.apple.com/forums/thread/117457) I went for Unity. I used the Unity as a library for SwiftUI (https://docs.unity3d.com/Manual/UnityasaLibrary.html) which worked but one withdraw is that unity always has to be opened FullScreen and I felt uncomfortable just overlaying the unity window with SwiftUI UI elements. Furthermore as I realized that Unity as a library is not available for macOS I now have to come up with a different solution anyway.
(The background is Unity, the UI is SwiftUI)
I think about using Flutter or ReatNative and combine the modules from Unity and Native iOS there. Is that a good idea, or do you propose a different solution?
In iOS, always use PencilKit is the best solution for user experience.
If you need PencilKit for Flutter, library is ready.

Developing a talking app on iPhone/iPad

I want to develop a talking app for the iPhone and iPad. My question is regarding Animations only. I have an excellent 3D graphics designer who will do his part. Being a programmer, what would I need to be aware of? What should I ask the designer to provide and in what formats?
Which one to use Core Animation / Cocos 2d for development of 3d character?
I suggest that you look into OpenGL-ES if you are going to do 3D animation on iPhone/iPad.
Here is the Programming Guide for OpenGL ES on iOS devices.

Editor for 2D graphical elements in iPhone App

I am going to be working with a graphic designer to develop an interactive children's iphone app. It will not be a game as such, but rather a series of backgrounds with some interactive objects that can be touched to display simple animation or sound.
These I would be striving for the quality that these guys produce http://duckduckmoosedesign.com/
I assume that they would be using Quartz2D rather than embedded jpegs for their design elements?
I was wondering what tools people would recommend for designers to use that can then be imported for use an iPhone app.
I have seen some references to creating SVG in Inkscape but was wondering whether there was any other alternatives for importing graphics into Quartz for use in an iPhone app?
Opacity is a design app, that is capable to output quartzCore source code suitable for iphone or mac.

Mixed type iPhone project(navigation and opengl es)

I would like to have the menu part of my game a navigation style application, customized as I want.
Then when the player starts the game it should load the game and run like an opengl es application.
How is this done? is it 2 types of apps joined?
Im thinking keeping all the xib files for the menus etc. but I am not sure how to connect the opengl es part, is the actual graphics of the game, the game itself, running inside a viewcontroller?
Regards
Apple recently released all the videos from WWDC 2010 to registered developers at http://developer.apple.com/videos/wwdc/2010/. The content is still under NDA so I won't mention specifics, but you may be able to find some relevant info in some of the videos related to game design.

Is it possible to integrate Cocos2d iphone into an existing program that i'm coding?

i actually need a simple enlarging animation (a small card enlarging into a larger card, drag and drop into a bucket) at any point in time, there is only 1 animation.
If Cocos2d integration is possible, i would actually want to add in more animations into my project.
my project is currently a Nav-Tab Project.
So i have my own custom classes in the project.
Just wondering whether will Cocos2d be able to be added into my current project without any glitch or whatsoever?
You can add cocos2d to any UIView. So yes, it will integrate fine with app you are building.
My Learn Cocos2D book (2nd Edition) has a new chapter about mixing Cocos2D and UIKit views. One part of the chapter specifically explains step by step how to add Cocos2D to an existing UIKit app (regular iPhone app without Cocos2D).
You'll learn how to add the Cocos2D files, how to create a Cocos2D GL View in your nib, how to setup and start Cocos2D respectively stop (suspend) Cocos2D if you need the full performance for other things (ie a scrolling table view).
http://www.learn-cocos2d.com/store/book-learn-cocos2d/