What Unity Files Do You Need to Upload Your Game
Cross-Platform Considerations
Publishing Builds
At any time while you are creating your game, you might desire to see how it looks when you build and run it exterior of the editor as a standalone. This section will explicate how to access the Build Settings and how to create different builds of your games.
File->Build Settings… is the menu item to access the Build Settings window. It pops up an editable list of the scenes that will be included when yous build your game.
The first time you lot view this window in a project, information technology will announced blank. If y'all build your game while this list is blank, only the currently open scene will exist included in the build. If y'all desire to apace build a test actor with only one scene file, just build a player with a blank scene listing.
It is easy to add scene files to the list for multi-scene builds. There are ii ways to add them. The first way is to click the Add Open up Scenes push button. You volition run into the currently open up scenes appear in the list. The 2d style to add scene files is to elevate them from the Project View to the listing.
At this point, notice that each of your scenes has a different index value. Scene 0 is the first scene that volition be loaded when yous build the game. When you lot want to load a new scene, use Application.LoadLevel() inside your scripts.
If you lot've added more than than one scene file and want to rearrange them, simply click and drag the scenes on the list above or below others until you have them in the desired club.
If you lot want to remove a scene from the listing, click to highlight the scene and press Command-Delete. The scene will disappear from the list and will non exist included in the build.
When you are ready to publish your build, select a Platform and make sure that the Unity logo is next to the platform; if its not and then click in the Switch Platform push to allow Unity know which platform you want to build for. Finally press the Build button. Y'all will exist able to select a name and location for the game using a standard Save dialog. When yous click Salvage, Unity builds your game pronto. It's that simple. If you are unsure where to save your built game to, consider saving it into the projects root binder. You lot cannot save the build into the Assets folder.
Enabling the Evolution Build checkbox on a player volition enable Profiler functionality and also make the Autoconnect Profiler and Script Debugging options available.
Further information about the Build Settings window tin be institute on the Build Settings page.
Building standalone players
With Unity you can build standalone applications for Windows, Mac and Linux. It'due south simply a matter of choosing the build target in the build settings dialog, and striking the 'Build' button. When edifice standalone players, the resulting files will vary depending on the build target. For the Windows build target, an executable file (.exe) will be built, along with a Data binder which contains all the resources for your application. For the Mac build target, an app bundle will exist built which contains the file needed to run the application also as the resources.
Distributing your standalone on Mac is just to provide the app packet (everything is packed in at that place). On Windows you need to provide both the .exe file and the Data folder for others to run it. Think of it like this: Other people must have the same files on their computer, as the resulting files that Unity builds for y'all, in social club to run your game.
Inside the build process
The building process volition place a bare copy of the built game application wherever you specify. Then information technology will work through the scene list in the build settings, open them in the editor one at a fourth dimension, optimize them, and integrate them into the application bundle. Information technology will also calculate all the assets that are required by the included scenes and store that information in a separate file within the application package.
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Any GameObject in a scene that is tagged with 'EditorOnly' will not be included in the published build. This is useful for debugging scripts that don't demand to be included in the final game.
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When a new level loads, all the objects in the previous level are destroyed. To preclude this, use DontDestroyOnLoad() on whatever objects yous don't want destroyed. This is near commonly used for keeping music playing while loading a level, or for game controller scripts which keep game state and progress.
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Afterwards the loading of a new level is finished, the message: OnLevelWasLoaded() volition exist sent to all active game objects.
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For more information on how to best create a game with multiple scenes, for example a main menu, a high-score screen, and actual game levels, check our Tutorials.
Preloading
Published builds automatically preload all avails in a scene when the scene loads. The exception to this dominion is scene 0. This is because the commencement scene is usually a splashscreen, which you desire to display equally quickly as possible.
To make sure all your content is preloaded, you can create an empty scene which calls Application.LoadLevel(1). In the build settings make this empty scene's index 0. All subsequent levels will be preloaded.
You're ready to build games
By now, y'all have learned how to use Unity's interface, how to use assets, how to create scenes, and how to publish your builds. At that place is nothing stopping yous from creating the game of your dreams. You'll certainly learn much more along the fashion, and we're here to help.
To learn more nigh constructing game levels, encounter the section on Creating Scenes.
To larn more about Scripting, run into the Scripting Section.
To learn more nearly creating Art and importing assets, see Assets Workflow of the transmission.
To interact with the customs of Unity users and developers, visit the Unity Forums. You can inquire questions, share projects, build a squad, annihilation you want to do. Definitely visit the forums at to the lowest degree once, because we desire to encounter the amazing games that you lot make.
Cantankerous-Platform Considerations
Source: https://docs.unity3d.com/560/Documentation/Manual/PublishingBuilds.html
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