In the FMOD settings in Unity, the list of target platforms is pre-filled based on the libraries you have installed, and presumably it automagically makes sure the correct platform settings are included in each build.
This is all well and good when I want to distinguish between Android and iOS, but I’m working on a title that needs to support a wide array of iOS devices, some of which have a lot more memory available than others.
I’ve been tasked with reducing the memory footprint on low-end iOS devices, and after my other optimisation efforts, the final step is tanking the Vorbis compression quality, which has the desired result.
But, while I’m OK with users of quite old or low-end devices taking a hit in compression quality, I want high-end iOS devices with more RAM available to use a higher quality setting. There is a Low-End Mobile platform, but judging by the documentation, this means both non-iOS and non-Android devices — the most recent documentation I could find is for FMOD 2.00, so maybe this has changed, but I doubt it.
Is there a way to have two sets of iOS platform settings? We already have a distinction for what these are in our Unity build profiles, so I would just need to be able to manually pair the FMOD platform settings to the Unity build profiles, instead of it being automatically assigned.
I’d appreciate any insights people may have!
Cheers,
Zander
edit: Forgot to note that I’m using FMOD 2.02.28 and Unity 6000.0.26f1