Ah, I was thinking running an app on performer devices, not the audience.

In this case, better to have a WLAN AP and QR code / URL for them to open a 
webpage with a webapps which connects to a central server via websocket for 
real-time stuff. OSC over websockets is a thing and you also forward to Pd etc. 
We have a Python tool for this called baton on Github (under the ZKMKarlsruhe 
group).

In this case, a native app only makes sense if you deploy to the App Store. 
TestFlight still involves too many steps for use by a general audience IMO.

enohp ym morf tnes
-----------
Dan Wilcox
danomatika.com
robotcowboy.com


> On Sep 16, 2022, at 8:30 PM, Johnny Mauser <joson.andr...@googlemail.com> 
> wrote:
> 
> 
> Dear Dan & Shawn,
> Thank you both for your detailed answers!
> This helpes a lot!
> Best would be WebGL but i have read somewhere that it can not use vr 
> rendering, (stereo pics and phone tracking) but this neads to be veryfied.
> If not, I think i should go both routes (TestFlight and on spot deployment) 
> simultaniously, since i dont even know how many people will show up with 
> iPhones. But total audiance will be up to 200 people..
> Thanks again and if more thoughts come up, please let me know.
> 
> Best, 
> 
> Johnny
> 
> 
> Dan Wilcox <danomat...@gmail.com> schrieb am Fr., 16. Sept. 2022, 13:57:
>> Howdy Johnny,
>> 
>> Easiest is really to plug each device and build/run one at a time. If you 
>> only need to do this once before a show, it's not too big of a deal as long 
>> as it's well-tested beforehand. The app will be time-limited to how long the 
>> developer profile is good for, usually 6 moths to a year, so keep that in 
>> mind before the apps suddenly stop working within a working theater or 
>> installation environment. :P
>> 
>> Note: It used to be that you had to have a developer account to actually run 
>> on the device (100 USD per year), but they might have relaxed that. I would 
>> plan for factoring in the cost of a license if you are billing for the 
>> project.
>> 
>> The other option is to deploy using TestFlight. You need a developer 
>> account, then create a entry for the app in AppStore Connect, submit a build 
>> to the app store from Xcode, wait for the build to be processed, then create 
>> a new TestFlight build. Then you can invite testers via a link or through 
>> their AppleID emails. They need to install the free TestFlight app, but they 
>> will then be notified of any new test versions and can install via 
>> TestFlight. This does *not* require releasing the app publicly, *but* it is 
>> similarly time-limited.
>> 
>> Another option is to go the enterprise route where you have your own 
>> provisioning server etc but I have never tried that as it's more of an 
>> IT-department kind of thing and requires more work to figure out. I believe 
>> Apple has shifted a lot of things in this area to TestFlight now.
>> 
>>> On Sep 16, 2022, at 12:00 PM, pd-list-requ...@lists.iem.at wrote:
>>> 
>>> Message: 1
>>> Date: Fri, 16 Sep 2022 09:57:52 +0200
>>> From: Johnny Mauser <joson.andr...@googlemail.com>
>>> To: Pd-List <pd-list@lists.iem.at>
>>> Subject: [PD] App for iOS
>>> Message-ID: <fe84466f-25fc-4b33-9b2c-01b44a4da...@googlemail.com>
>>> Content-Type: text/plain;   charset=utf-8
>>> 
>>> Dearest community,
>>> 
>>> This will not be Pd related so sorry for x-posting. But I am novice in this 
>>> next questions and trust you the most..
>>> 
>>> I am developing an Unity app which is supposed to show 3D-360? recordings 
>>> within a Theater Performance and on my android phone tests are working 
>>> fine. Now I came across the question how to deploy this app to iPhone 
>>> users, and am reading that it needs to be published on the App Store. I 
>>> think this would kill my efforts for iPhone, since the criteria to publish 
>>> in the App Store can probably not be met.
>>> Is there any workaround to deploy apps to iOS devices without building for 
>>> each device seperatly? 
>>> Anything to trick this stupid safety process?
>>> 
>>> Greatfull for any experiences and ideas,
>>> 
>>> Jonas
>> 
>> --------
>> Dan Wilcox
>> @danomatika
>> danomatika.com
>> robotcowboy.com
>> 
>> 
>> 
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