Catch-up (Pt. 3 of 4): An Aside on Developing for Apple
I know this post was supposed to be about the tools I need to learn for iOS development, but I'm going to rant a little instead.
I've developed for iOS before, but in a slightly indirect way. When you say that you've developed for iOS before to an experienced developer, the first thing that comes to their mind is Xcode. However, I developed in Unity. Unity then compiles the project into an Xcode project, and then I just have to build my project through there. None of the actual development process needed to be done in Xcode.
Just from that experience, I didn't like Xcode, and I certainly didn't like developing for Apple. First of all, you must have a computer running MacOS to use Xcode, and Apple only allows project built with Xcode to be run on their devices. So, there's money-grab #1. On top of that, to publish to the App Store, you have to purchase a license that you have to renew every year. The cost of the license? $100. It may not seem like a lot to an established developer, but as an indie developer, all I see when I look at developing for Apple is a half-bitten piece of fruit pummeling the indie developer, making his/her life as difficult as possible.
Anyway, with that digression, the next post will be on the tools I'll need to learn for iOS development.
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