朱峰社區(qū)首頁 朱峰社區(qū)

搜索資源 注冊|登陸

等待

返回 展開菜單
按功能 按軟件

unity3d視頻教程

unity3d視頻教程

包含11節(jié)視頻教程

從零基礎(chǔ)學(xué)習unity3d游戲引擎,簡單易學(xué)的視頻教程,讓你快速掌握unity3d,并喜歡上游戲開發(fā)的樂趣。

關(guān)閉

Unity組件:Player Settings 播放器設(shè)置

關(guān)注:1485 留言:0 樓主:asdasf 發(fā)帖時間:15年11月16日

asdasf

普通會員

asdasf

社區(qū)領(lǐng)袖:10級

關(guān)注3026人

  • 積分

    4091

  • 登陸

    1

  • 發(fā)帖

    6

  • 作品

    1

間隔線

Player Settings is where you define various parameters (platform specific) for the final game that you will build in Unity. Some of these values for example are used in the Resolution Dialog that launches when you open a standalone game, others are used by XCode when building your game for the iOS devices, so it's important to fill them out correctly.

播放器設(shè)置是將在Unity中編譯最終游戲時定義的各種參數(shù)(特定平臺)的地方。當打開獨立版游戲,啟動時例如使用在分辨率對話框的這些值,當編譯iOS設(shè)備游戲時,使用于Xcode的一些值,因此,正確地填寫它們是十分重要的。

To see the Player Settings choose Edit->Project Settings->Player from the menu bar.

從菜單欄查看播放器設(shè)置,選擇 Edit->Project Settings->Player


Global Settings that apply to any project you create.
將應(yīng)用于所有項目的全局設(shè)置

  • Cross-Platform Properties
    跨平臺特性
  • Company Name 公司名稱
    The name of your company. This is used to locate the preferences file.
    您的公司名稱, 這是用來設(shè)置參數(shù)文件。
  • Product Name 產(chǎn)品名稱
    The name that will appear on the menu bar when your game is running and is used to locate the preferences file also.
    當游戲運行時,這個名字將出現(xiàn)在菜單欄。并且也被使用來設(shè)置參數(shù)文件。
  • Default Icon 默認圖標
    Default icon the application will have on every platform (You can override this later for platform specific needs).
    將應(yīng)用于每一個平臺的默認圖標(特定平臺需要以后還可以覆蓋這個)。
Per-Platform Settings 各平臺設(shè)置
Desktop
Web-Player Web播放器
Resolution And Presentation 分辨率和描述

  • Resolution
    分辨率
  • Default Screen Width
    默認屏幕寬度
    Screen Width the player will be generated with.
    播放器將生成的屏幕寬度。
  • Default Screen Height
    默認屏幕高度
    Screen Height the player will be generated with.
    播放器將生成的屏幕高度。
  • Run in background
    后臺運行
    Check this if you dont want to stop executing your game if the player looses focus.
    如果不想在播放器失去焦點時停止運行游戲,請勾選此項。
  • WebPlayer Template
    網(wǎng)絡(luò)播放器模板
    For more information you should check the "Using WebPlayer templates page", note that for each built-in and custom template there will be an icon in this section.
    查看更多信息參閱"使用Web播放器模板頁"。注意,對于每一個內(nèi)置和自定義模板將會對應(yīng)一個圖標在此處顯示。
Icon 圖標

Icons don't have any meaning for most webplayer builds but they are needed for Native Client builds used as Chrome applications. You can set these icons here.

圖標對于大多數(shù)Web播放器沒有任何意義,但是在編譯Chrome應(yīng)用的本地客戶端時需要使用,你可以在這里設(shè)置這些圖標。

Other Settings 其他設(shè)置

  • Rendering
    渲染
  • Rendering Path 渲染路徑
    This property is shared between Standalone and WebPlayer content.
    此屬性是在單機版和Web版兩者共享的。
  •     Vertex Lit 頂點光照
    Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
    最低光照保真,不支持陰影,最好用于老機器或受限的手機平臺。
  •     Forward with Shaders
        正向著色器
    Good support for lighting features; limited support for shadows.
    很好的支持光照特性,有限的支持陰影。
  •     Deferred Lighting
        延時光照
    Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
    最好的支持光照和陰影特性,但需要一定程度的硬件支持。最好有許多實時光照時使用。Untiy專業(yè)版功能。
  • Color Space 色彩空間
    The color space to be used for rendering 用于渲染的色彩空間
  •     GammaSpace Rendering
        伽馬空間渲染
    Rendering is gamma-corrected
    伽馬校正渲染
  •     Linear Rendering
        線性渲染
    Rendering is done in linear space
    在線性空間渲染
  • Hardware Sampling
    硬件采樣
  • Static Batching
    靜態(tài)批處理
    Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
    編譯時設(shè)置使用靜態(tài)批處理(在Web播放器中默認無效)。 Unity 專業(yè)版功能 。
  • Dynamic Batching
    動態(tài)批處理
    Set this to use Dynamic Batching on your build (Activated by default).
    編譯時設(shè)置使用動態(tài)批處理(默認激活)。
  • Streaming
    流處理
  • First Streamed Level
    首先流處理的關(guān)卡
    If you are publishing a Streamed Web Player, this is the index of the first level that will have access to all Resources.Load assets.
    如果你想發(fā)布流媒體網(wǎng)絡(luò)播放器, 這是第一個關(guān)卡的索引,它將訪問所有Resources.Load加載的資源。
Standalone 單機
Resolution And Presentation 分辨率和描述

  • Resolution
    分辨率
  • Default Screen Width
    默認屏幕寬度
    Screen Width the stand alone game will be using by default.
    單機游戲默認的屏幕寬度。
  • Default Screen Height
    默認屏幕高度
    Screen Height the plater will be using by default.
    單機游戲默認的屏幕高度。
  • Run in background
    后臺運行
    Check this if you dont want to stop executing your game if it looses focus.
    如果你不想在游戲失去焦點時停止游戲,請勾選此項。
  • Standalone Player Options
    單機游戲播放器選項
  • Default is Full Screen
    默認為全屏
    Check this if you want to start your game by default in full screen mode.
    如果你想開始游戲后默認全屏模式,勾選此項。
  • Capture Single Screen
    捕獲單屏
    If enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.
    如果開啟,在全屏模式下單機游戲不會在多顯示器設(shè)置的第二顯示器變暗。
  • DisplayResolution Dialog
    顯示分辨率對話框
  •     Disabled 禁用
    No resolution dialog will appear when starting the game.
    在游戲開始時,不顯示分辨率對話框。
  •     Enabled 啟用
    Resolution dialog will always appear when the game is launched.
    在游戲開始時,顯示分辨率對話框。
  • Hidden by default 默認隱藏
    The resolution player is possible to be opened only if you have pressed the "alt" key when starting the game.
    在游戲開始時按“alt”鍵才能打開分辨率對話框。
  • Use Player Log 使用播放器日志
    Write a log file with debugging information.
    寫入帶有調(diào)試信息的日志。
  • Mac App Store Validation
    Mac應(yīng)用商店驗證
    Enable receipt validation for the Mac App Store.
    開啟Mac應(yīng)用商店驗證。
  • Supported Aspect Ratios
    支持的長寬比
    Aspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.
    可選長寬比,在分辨率對話框?qū)⑻峁╋@示器支持的分辨率。
Icon 圖標

  • Override for Standalone
    覆蓋圖標
    Check if you want to assign a custom icon you would like to be used for your standalone game. Different sizes of the icon should fill in the squares below.
    如果你想自定義單機游戲的圖標,請勾選。對應(yīng)不同大小的圖標填入方框。
Splash Image 開機畫面

  • Config Dialog Banner
    配置對話框橫幅
    Add your custom splash image that will be displayed when the game is starting.
    添加自定義開機畫面,將在游戲開始時顯示。
Other Settings 其他設(shè)置

  • Rendering
    渲染
  • Rendering Path 渲染路徑
    This property is shared between Standalone and WebPlayer content.
    此屬性是在單機版和Web版兩者共享的。
  •     Vertex Lit 頂點光照
    Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
    最低光照保真,不支持陰影,最好用于老機器或受限的手機平臺。
  •     Forward with Shaders
        正向著色器
    Good support for lighting features; limited support for shadows.
    很好的支持光照特性,有限的支持陰影。
  •     Deferred Lighting
        延時光照
    Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
    最好的支持光照和陰影特性,但需要一定程度的硬件支持。最好有許多實時光照時使用。Untiy專業(yè)版功能。
  • Color Space 色彩空間
    The color space to be used for rendering 用于渲染的色彩空間
  •     GammaSpace Rendering
        伽馬空間渲染
    Rendering is gamma-corrected
    伽馬校正渲染
  •     Linear Rendering 線性渲染
    Rendering is done in linear space
    在線性空間渲染
  • Hardware Sampling
    硬件采樣
  • Static Batching 靜態(tài)批處理
    Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
    編譯時設(shè)置使用靜態(tài)批處理(在Web播放器中默認無效)。 Unity 專業(yè)版功能 。
  • Dynamic Batching 動態(tài)批處理
    Set this to use Dynamic Batching on your build (Activated by default).
    編譯時設(shè)置使用動態(tài)批處理(默認激活)。
  • API Compatibility Level
    API兼容性級別
  •     .Net 2.0
    .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
    .Net 2.0 庫。 最大.net 兼容性, 最大文件大小。
  •     .Net 2.0 Subset
        .Net 2.0 子集
    Subset of full .net compatibility, smaller file sizes
    完整的子集 .net 兼容性,較小的文件大小。
iOS
Resolution And Presentation 分辨率和描述

  • Resolution
    分辨率
  • Default Orientation 默認方向
    (This setting is shared between iOS and Android devices)
    (此項在IOS和Android設(shè)備共享)
  •     Portrait 縱向
    The device is in portrait mode, with the device held upright and the home button at the bottom.
    設(shè)備為縱向模式,設(shè)備垂直手持并home鍵在底部。
  •     Portrait Upside Down (iOS Only)
        縱向倒置 (僅iOS)
    The device is in portrait mode but upside down, with the device held upright and the home button at the top.
    設(shè)備為縱向倒置模式,設(shè)備垂直手持并home鍵在頂部。
  •     Landscape Right (iOS Only)
        右橫向 (僅iOS)
    The device is in landscape mode, with the device held upright and the home button on the left side.
    設(shè)備為橫向模式,設(shè)備垂直手持并且home鍵在左邊。
  •     Landscape Left
        左橫向
    The device is in landscape mode, with the device held upright and the home button on the right side.
    設(shè)備為橫向模式,設(shè)備垂直手持并且home鍵在右邊。
  •     Auto Rotation 自動旋轉(zhuǎn)
    The screen orientation is automatically set based on the physical device orientation.
    基于設(shè)備物理設(shè)備方向,自動設(shè)置屏幕方向。
  • Auto Rotation settings
    自動旋轉(zhuǎn)設(shè)置
  •     Use Animated Autorotation
        使用帶動畫的自動旋轉(zhuǎn)
    When checked, orientation change is animated. This only applies when Default orientation is set to Auto Rotation.
    當勾選,改變方向?qū)в袆赢嬓Ч。這僅適用于默認方向設(shè)置為自動旋轉(zhuǎn)時。
  • Allowed Orientations for Auto Rotation
    允許方向為自動旋轉(zhuǎn)
  •     Portrait 縱向
    When checked, portrait orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
    當勾選,允許縱向,這僅適用于默認方向設(shè)置為自動旋轉(zhuǎn)時。
  •     Portrait Upside Down
        縱向且上下顛倒
    When checked, portrait upside down orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
    當勾選,允許縱向倒置,這僅適用于默認方向設(shè)置為自動旋轉(zhuǎn)時。
  •     Landscape Right
        右橫向
    When checked, landscape right (home button on the left side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
    當勾選,右允許橫向(home 鍵左邊)這僅適用于默認方向設(shè)置為自動旋轉(zhuǎn)時。
  •     Landscape Left
        左橫向
    When checked, landscape left (home button is on the right side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
    當勾選,允許左橫向(home 鍵右邊)這僅適用于默認方向設(shè)置為自動旋轉(zhuǎn)時。
  • Status Bar
    狀態(tài)欄
  • Status Bar Hidden 隱藏狀態(tài)欄
    Specifies whether the status bar is initially hidden when the application launches.
    當應(yīng)用啟動時,指定狀態(tài)條是否最初隱藏。
  • Status Bar Style 狀態(tài)欄樣式
    Specifies the style of the status bar as the application launches
    當應(yīng)用啟動時,指定狀態(tài)條的樣式。
  •     Default
    默認
  •     Black Translucent
    黑色半透明
  •     Black Opaque
    黑色不透明
  • Use 32-bit Display Buffer
    使用32位顯示緩沖器
    Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your ImageEffects, as they will create RTs in same format as Display Buffer.
    如果顯示緩沖器被創(chuàng)建持有32位顏色值時指定(默認16位)。如果你看到條帶或你的圖像效果需要alpha時使用,將以相同的格式創(chuàng)建TRs作為顯示緩沖器。在運行pre-Gingerbread操作系統(tǒng)的設(shè)備不支持(將強制為16位)。
  • Show Loading Indicator
    顯示加載條
    Options for the loading indicator
    加載條選項
  •     Don't Show 不顯示
    No indicator 無加載條
  •     White Large 白色大
    Indicator shown large and in white 加載條較大,并且為白色
  •     White 白色
    Indicator shown at normal size in white 加載條為正常大小,并且為白色
  •     Gray 灰色
    Indicator shown at normal size in gray 加載條為正常大小,并且為灰色
Icon 圖標

  • Override for iOS
    覆蓋圖標
    Check if you want to assign a custom icon you would like to be used for your iPhone/iPad game. Different sizes of the icon should fill in the squares below.
    如果想為你的iPhone/iPad游戲只定義個圖標,請選擇。對應(yīng)不同大小的圖標填入方框中。
  • Prerendered icon 預(yù)渲染圖標
    If unchecked iOS applies sheen and bevel effects to the application icon.
    如果不勾選,iOS應(yīng)用光澤和斜角效果到應(yīng)用程序的圖標。
Splash Image 開機畫面

  • Mobile Splash Screen 手機開機畫面
    (Pro-only feature)(專業(yè)版功能)
    Specifies texture which should be used for iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)
    指定用于IOS開機畫面紋理。 標準開機畫面的尺寸為320x480。(此項與Android 和 iOS共享)
  • High Res. iPhone (Pro-only feature)
    iphone高分辨率開機畫面(專業(yè)版功能)
    Specifies texture which should be used for iOS 4th gen device Splash Screen. Splash Screen size is 640x960.
    指定用于IOS第四代設(shè)備的開機畫面紋理。 開機畫面的尺寸為640x960。
  • iPad Portrait (Pro-only feature)
    iPad縱向(專業(yè)版功能)
    Specifies texture which should be used as iPad Portrait orientation Splash Screen. Standard Splash Screen size is 768x1024.
    指定用于iPad縱向的開機畫面紋理。 標準開機畫面的尺寸為768x1024。
  • iPad Landscape (Pro-only feature)
    iPad橫向(專業(yè)版功能)
    Specifies texture which should be used as iPad Landscape orientation Splash Screen. Standard Splash Screen size is 1024x768.
    指定用于iPad橫向的開機畫面紋理。 標準開機畫面的尺寸為1024x768。
Other Settings 其它設(shè)置

  • Rendering
    渲染
  • Static Batching 靜態(tài)批處理
    Set this to use Static batching on your build (Activated by default). Pro-only feature.
    設(shè)置使用Static batching編譯(默認激活的)。僅專業(yè)版功能
  • Dynamic Batching 動態(tài)批處理
    Set this to use Dynamic Batching on your build (Activated by default).
    設(shè)置使用Dynamic batching編譯(默認激活的)。
  • Identification
    標識符
  • Bundle Identifier 包標識符
    The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
    從蘋果開發(fā)者網(wǎng)絡(luò)帳戶在你的證書中使用的字符串。(此項與iOS 和 Android共享)
  • Bundle Version 包版本
    Specifies the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. This is a monotonically increased string, comprised of one or more period-separated
    指定該包的版本號,包的迭代版本號(發(fā)布或未發(fā)布的)。這是單一性的增加字符串,由一個或多個句點分割。 (此項與iOS 和 Android共享)
  • Configuration
    配置
  • Target Device 目標設(shè)備
    Specifies application target device type. 指定應(yīng)用程序目標設(shè)備類型。
  •     iPhone Only
    Application is targeted for iPhone devices only.
    應(yīng)用程序目標設(shè)備僅為iPhone。
  •     iPad Only
    Application is targeted for iPad devices only.
    應(yīng)用程序目標設(shè)備僅為iPad。
  •     iPhone + iPad
    Application is targeted for both iPad and iPhone devices.
    應(yīng)用程序目標為iPad and iPhone設(shè)備。
  • Target Platform 目標平臺
    Specifies the target arquitecture you are going to build for.(This setting is shared between iOS and Android Platforms)
    指定你將要編譯的目標架構(gòu)(此項與Android 和 iOS平臺共享)
  •     armv6 (OpenGL ES1.1)
    Application is optimized for armv6 chipsets
    對于armv6芯片組優(yōu)化的應(yīng)用程序
  •     Universal armv6+armv7
        (OpenGL ES1.1+2.0)
    Application supports both armv6 and armv7 chipsets. Note: increases application distribution size
    應(yīng)用程序支持armv6和armv7芯片組。 注意: 將會增加應(yīng)用程序的大小
  •     armv7
    Application is optimized for armv7 chipsets. 1st-2nd gen. devices are not supported. There might be additional requirements for this build target imposed by Apple App Store. Defaults to OpenGL ES 2.0.
    對于armv7芯片組優(yōu)化的應(yīng)用程序,不支持一代和二代設(shè)備。對于此編譯目標蘋果應(yīng)用商店有可能額外強加要求,默認 OpenGL ES 2.0。
  • Target Resolution 目標分辨率
    Resolution you want to use on your deployed device.(This setting will not have any effect on devices with maximum resolution of 480x320)
    你要部署的設(shè)備上使用的分辨率。(此設(shè)置對設(shè)備的最大分辯率480x320不會有任何影響)
  •     Native(Default Device Resolution)
        本地(默認設(shè)備分辨率)
    Will use the device native resolution.
    將使用設(shè)備的本地分辨率。
  •     Standard 標準(中低分辨率)
        (Medium or Low Resolution)
    Use the lowest resolution possible (480x320).
    盡可能使用最低分辨率(480x320)。
  •     HD 高清 (最高分辨率)
        (Highest available resolution)
    Use the maximum resolution allowed on the device (960x640).
    使用設(shè)備允許最大的分辨率 (960x640)。
  • Accelerometer Frequency
    加速計頻率
    How often the accelerometer is sampled
    加速度計多長時間采樣
  •     Disabled 禁用
    Accelerometer is not sampled 加速計不采樣
  •     15Hz
    15 samples per second 每秒15次
  •     30Hz
    30 samples per second 每秒30次
  •     60Hz
    60 samples per second 每秒60次
  •     100Hz
    100 samples per second 每秒100次
  • Override iPod Music
    覆蓋iPod音樂
    If selected application will silence user's iPod music. Otherwise user's iPod music will continue playing in the background.
    如果選擇,應(yīng)用程序?qū)⒂脩舻膇Pod音樂靜音。否則,用戶的iPod音樂將會繼續(xù)在后臺播放。
  • UI Requires Persistent WiFi
    用戶界面需要持久WiFi鏈接
    Specifies whether the application requires a Wi-Fi connection. iOS maintains the active Wi-Fi connection open while the application is running.
    指定應(yīng)用程序是否需要Wi-Fi連接,當應(yīng)用程序運行,iOS提供可用Wi-Fi連接。
  • Exit on Suspend
    退出后掛起
    Specifies whether the application should quit when suspended to background on iOS versions that support multitasking.
    指定應(yīng)用程序是否應(yīng)退出后在后臺掛起,需IOS版本支持多任務(wù)。
  • Optimization
    優(yōu)化
  • Api Compatibility Level
    API兼容性級別
    Specifies active .NET API profile
    指定可用的 .NET API 設(shè)定檔
  • .Net 2.0
    .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
    Net 2.0 庫. 最大的.net 兼容性,最大文件大小
  • .Net 2.0 Subset
    .Net 2.0子集
    Subset of full .net compatibility, smaller file sizes
    完整的子集 .net 兼容性,較小的文件大小
  • AOT compilation options
    AOT編譯器選項
    Additional AOT compiler options.
    額外的AOT編譯器選項。
  • SDK Version
    SDK版本
    Specifies iPhone OS SDK version to use for building in Xcode
    指定在Xcode中編譯時所用的iPhone系統(tǒng)的SDK版本
  •     iOS 4.0
    iOS SDK 4.0.
  •     iOS Simulator 4.0
    iOS Simulator 4.0. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.
    iOS 模擬器 4.0,對于這個SDK版本編譯的應(yīng)用程序,只能夠從SDK4的模擬器上運行。
  •     iOS 4.1
    iOS 4.1.
  •     iOS Simulator 4.1
    iOS Simulator 4.1. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
    iOS 模擬器 4.1,對于這個SDK版本編譯的應(yīng)用程序,只能夠從SDK 4.x的模擬器上運行。
  •     iOS 4.2
    iOS 4.2.
  •     iOS Simulator 4.2
    iOS Simulator 4.2. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
    iOS 模擬器 4.2,對于這個SDK版本編譯的應(yīng)用程序,只能夠從SDK 4.x的模擬器上運行。
  •     iOS 4.3
    iOS 4.3.
  •     iOS Simulator 4.3
    iOS Simulator 4.3. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
    iOS 模擬器 4.3,對于這個SDK版本編譯的應(yīng)用程序,只能夠從SDK 4.x的模擬器上運行。
  •     iOS 5.0
    iOS 5.0
  •     iOS Simulator 5.0
    iOS Simulator 5.0. Application built for this version of SDK will be able to run only on Simulator from the SDK 5.x.
    iOS 模擬器 5.0,對于這個SDK版本編譯的應(yīng)用程序,只能夠從SDK 5.x的模擬器上運行。
  •     iOS latest 最新的iOS
    Latest available iOS SDK. Available since iOS SDK 4.2. (default value)
    最新可用的iOS SDK, 自iOS SDK 4.2以后可用 (默認值)
  •     iOS Simulator latest
        最新的iOS模擬器
    Latest available iOS Simulator SDK. Available since iOS SDK 4.2.
    最新可用的iOS模擬器 SDK,自iOS SDK 4.2以后可用。
  •     Unknown 未知
    iOS SDK version is not managed by Unity Editor.
    iOS SDK version 沒有被Unity托管。
  • Target iOS Version
    目標IOS版本
    Specifies lowest iOS version where final application will able to run
    指定最終應(yīng)用程序?qū)⒛苓\行的最低IOS版本。
  •     3.0
    iPhone OS 3.0. (default value)
  •     3.1
    iPhone OS 3.1.
  •     3.1.2
    iPhone OS 3.1.2.
  •     3.1.3
    iPhone OS 3.1.3.
  •     3.2
    iPhone OS 3.2.
  •     4.0
    iPhone OS 4.0.
  •     4.1
    iPhone OS 4.1.
  •     4.2
    iPhone OS 4.2.
  •     4.3
    iPhone OS 4.3.
  •     5.0
    iPhone OS 5.0
  •     Unknown 未知
    iPhone OS SDK version is not managed by Unity Editor.
    iPhone系統(tǒng)的SDK版本,未被Unity編輯器托管。
  • Stripping Level (Pro-only feature)
    剝離級別(專業(yè)版功能)
    Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
    可選剝離腳本功能,來減少構(gòu)建播放器大。ù嗽O(shè)置與iOS和Andriod平臺共享)
  •     Disabled 禁用
    No reduction is done. 不減少。
  •     Strip Assemblies 剝離程序集
    Level 1 size reduction. 1級大小減少。
  •     Strip ByteCode 剝離字符集
    Level 2 size reduction (includes reductions from Level 1).
    2級大小減少。(包含1級大小減少。)
  •     Use micro mscorlib
    Level 3 size reduction (includes reductions from Levels 1 and 2).
    3級大小減少。(包含1級和2級大小減少。)
  • Script Call Optimization
    腳本調(diào)用優(yōu)化
    Optionally disable exception handling for a speed boost at runtime
    可選擇禁用異常處理,用于運行時的速度提升。
  •     Slow and Safe 緩慢而安全
    Full exception handling will occur with some performance impact on the device
    處理全部異常將發(fā)生一些對設(shè)備性能的影響。
  •     Fast but no Exceptions
        快但無異常處理
    No data provided for exceptions on the device, but the game will run faster
    對于設(shè)備異常不提供數(shù)據(jù),但是游戲運行會更快。

Note: If you build for example for iPhone OS 3.2, and then select Simulator 3.2 in Xcode you will get a ton of errors. So you MUST be sure to select a proper Target SDK in Unity Editor.

注意: 例如,如果編譯目標為iPhone OS 3.2,那么在Xcode選擇3.2模擬器,將得到很多錯誤。所以你必須 確保在unity中選擇一個恰當?shù)哪繕?SDK。

Android
Resolution And Presentation 分辨率和描述


Resolution and presentation為你的Android編譯項目.

  • Resolution
    分辨率
  • Default Orientation 默認方向
    (This setting is shared between iOS and Android devices)
    (此設(shè)置在IOS和Android設(shè)備中共享)
  • Portrait 縱向
    The device is in portrait mode, with the device held upright and the home button at the bottom.
    設(shè)備為縱向模式,設(shè)備垂直手持并home鍵在底部。
  • Portrait Upside Down 縱向倒置
    The device is in portrait mode but upside down, with the device held upright and the home button at the top (only available with Android OS 2.3 and later).
    設(shè)備為縱向倒置模式,設(shè)備垂直手持并home鍵在頂部。 (僅Android OS 2.3和以后可用)
  • Landscape Right 右橫向
    The device is in landscape mode, with the device held upright and the home button on the left side (only available with Android OS 2.3 and later).
    設(shè)備為橫向模式,設(shè)備垂直手持并且home鍵在左邊。(僅Android OS 2.3和以后可用)
  • Landscape Left 左橫向
    The device is in landscape mode, with the device held upright and the home button on the right side.
    設(shè)備為橫向模式,設(shè)備垂直手持并且home鍵在右邊。
  • Use 32-bit Display Buffer
    使用32位顯示緩沖器
    Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in your ImageEffects, as they will create RTs in same format as Display Buffer. Not supported on devices running pre-Gingerbread OS (will be forced to 16-bit).
    如果顯示緩沖器被創(chuàng)建持有32位顏色值時指定(默認16位)。如果你看到條帶或你的圖像效果需要alpha時使用,將以相同的格式創(chuàng)建TRs作為顯示緩沖器。在運行pre-Gingerbread操作系統(tǒng)的設(shè)備不支持(將強制為16位)。
  • Use 24-bit Depth Buffer
    使用24位深度緩沖器
    If set Depth Buffer will be created to hold (at least) 24-bit depth values. Use it only if you see 'z-fighting' or other artifacts, as it may have performance implications.
    如果深度緩沖器被創(chuàng)建持有24位深度值時設(shè)置。僅在你看到z-fighting或其他斑跡時使用,因為它可能影響性能。
Icon 圖標


Different icons that your project will have when built 你的項目編譯時的默認圖標.

  • Override for Android
    覆蓋圖標
    Check if you want to assign a custom icon you would like to be used for your Android game. Different sizes of the icon should fill in the squares below.
    如果你想為你的Andriod游戲自定義一個圖標,請勾選。對應(yīng)不同尺寸的圖片填入方框中。
SplashImage 開機畫面


Splash image that is going to be displayed when your project is launched 你的項目運行時顯示的開啟畫面.

  • Mobile Splash Screen 手機開機畫面
    (Pro-only feature)
    Specifies texture which should be used by the iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)
    指定用于iOS開機畫面的紋理,標準開機畫面的尺寸為320x480。(該項與Android 和 iOS共享)
  • Splash Scaling 開機畫面縮放
    Specifies how will be the splash image scaling on the device.
    指定開機畫面將如何縮放。
Other Settings 其他設(shè)置

  • Rendering
    渲染
  • Static Batching 靜態(tài)批處理
    Set this to use Static batching on your build (Activated by default). Pro-only feature.
    設(shè)置使用Static batching編譯(默認激活的)。僅專業(yè)版功能
  • Dynamic Batching 動態(tài)批處理
    Set this to use Dynamic Batching on your build (Activated by default).
    設(shè)置使用Dynamic batching編譯(默認激活的)。
  • Identification
    標識符
  • Bundle Identifier 包標識符
    The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
    從蘋果開發(fā)者網(wǎng)絡(luò)帳戶在你的證書中使用的字符串。(這個與iOS 和 Android共享)
  • Bundle Version 包版本
    Specifies the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. This is a monotonically increased string, comprised of one or more period-separated(This is shared between iOS and Android)
    指定該包的版本號,包的迭代版本號(發(fā)布或未發(fā)布的)。這是單一性的增加字符串,由一個或多個句點分割。 (這個與iOS 和 Android共享)
  • Bundle Version Code 包版本代碼
    An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more recent versions. This is not the version number shown to users; that number is set by the versionName attribute. The value must be set as an integer, such as "100". You can define it however you want, as long as each successive version has a higher number. For example, it could be a build number. Or you could translate a version number in "x.y" format to an integer by encoding the "x" and "y" separately in the lower and upper 16 bits. Or you could simply increase the number by one each time a new version is released.
    內(nèi)部版本號。這個數(shù)字僅用于確定一個版本比另外的版本是否最新,較高的數(shù)字表示是更新的版本。這不是顯示給用戶的版本號;此數(shù)字是由versionName屬性設(shè)置。該值必須設(shè)置為一個整數(shù),例如100。你可以自定義,只要每個后續(xù)版本有更大的數(shù)字。例如,它可以是內(nèi)部版本號;蛘吣憧梢赞D(zhuǎn)換在"X.Y"格式的版本號為整數(shù),通過編碼的"X"和"Y"分別上下限為16位;蛘咴诿看涡掳姹景l(fā)布時,簡單的增加數(shù)值。
  • Configuration
    配置
  • Device Filter 設(shè)備篩選器
    Specifies the target architecture you are going to build for.
    指定你要建立的目標架構(gòu)。
  •     ARMv7 only
    Application optimized for ARMv7 CPU architecture. It will also enable correct Android Market device filtering, thus recommended for publishing to the Android Market (only devices supporting Unity Android will list the application on the Android Market).
    對于ARMv7 CPU 架構(gòu)優(yōu)化的應(yīng)用程序。 這樣將啟用Android Market的設(shè)備過濾,因此,建議發(fā)布到Android Market(僅設(shè)備支持Unity Android 在Android Market列出的應(yīng)用程序)。
  •     ARMv6 with VFP
    Application optimized for ARMv6 CPU architecture (requires VFP support). Use runtime detection of hardware capabilities rather than relying on the Android Market filtering mechanism. It means the application when published to the Android Market will be visible also to devices not supporting Unity Android. Obviously this is not recommended, especially for paid applications (though can be combined with other means of filtering instead, like OpenGLES version).
    對于ARMv6 CPU 架構(gòu)優(yōu)化的應(yīng)用程序(需要VFP支持)。 使用硬件功能的運行檢測而不是依靠Android電子市場的過濾機制。這意味著發(fā)布到Android電子市場的也將可見,但不支持Unity Andriod設(shè)備,顯然這是不推薦的,特別是對于支付應(yīng)用(但可以結(jié)合其他手段過濾,像OpenGLES版本)。
  •     x86
    Application compiled for the Intel x86 CPU architecture
    對于Intel x86 CPU架構(gòu)編譯的應(yīng)用程序。
  • Graphics Level 圖形級別
    Select either ES 1.1 ('fixed function') or ES 2.0 ('shader based') Open GL level. When using the AVD (emulator) only ES 1.x is supported.
    選擇ES 1.1 ('fixed function') 或 ES 2.0 ('shader based') Open GL級別。當使用AVD(模擬器)僅支持ES 1.x。
  • Install Location
    安裝位置
    Specifies application install location on the device (for detailed information, please refer to http://developer.android.com/guide/appendix/install-location.html).
    指定設(shè)備上的應(yīng)用程序的安裝位置更多信息參考這里。
  •     Automatic 自動
    Let OS decide. User will be able to move the app back and forth.
    讓操作系統(tǒng)決定。用戶將能夠來回移動應(yīng)用程序。
  •     Prefer External 偏好外部
    Install app to external storage (SD-Card) if possible. OS does not guarantee that will be possible; if not, the app will be installed to internal memory.
    如果可能,應(yīng)用程序安裝到外部儲存(SD卡)。操作系統(tǒng)不保證可能,如果不,應(yīng)用程序?qū)⒈话惭b到內(nèi)部儲存器。
  •     Force Internal 強制內(nèi)部
    Force app to be installed into internal memory. User will be unable to move the app to external storage.
    強制應(yīng)用程序安裝到內(nèi)部存儲器。 用戶將不能移動應(yīng)用程序到外部儲存器。
  • Internet Access 因特網(wǎng)訪問
    When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
    如果設(shè)置所需,將啟用網(wǎng)絡(luò)權(quán)限,即使你的腳本沒有使用這個。開發(fā)版自動啟用。
  • Write Access 寫入訪問
    When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
    當設(shè)置為外部(SD卡),將啟用寫入訪問到外部儲存器,如SD卡。開發(fā)版自動啟用。
  • Optimization
    優(yōu)化
  • Api Compatibility Level
    Api 兼容級別
    Specifies active .NET API profile
    指定可用的.NE API 設(shè)定檔
  •     .Net 2.0
    .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
    .NET 2.0庫, 最大.net兼容性,最大的文件大小。
  •     .Net 2.0 Subset 子集
    Subset of full .net compatibility, smaller file sizes
    完整的子集 .net 兼容性,較小的文件大小
  • Stripping Level (Pro-only feature)
    剝離級別(僅專業(yè)版功能)
    Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
    可選剝離腳本功能,來減少構(gòu)建播放器大。ù嗽O(shè)置與iOS和Andriod平臺共享)
  •     Disabled 禁用
    No reduction is done. 不減少
  •     Strip Assemblies 剝離程序集
    Level 1 size reduction. 1級大小減少。
  •     Strip ByteCode (iOS only)
        剝離字節(jié)碼(iOS)
    Level 2 size reduction (includes reductions from Level 1).
    2級大小減少。(包含1級大小減少。)
  •     Use micro mscorlib
    Level 3 size reduction (includes reductions from Levels 1 and 2).
    3級大小減少。(包含1級和2級大小減少。)
  • Enable "logcat" profiler
    啟用logcat分析器
    Enable this if you want to get feedback from your device while testing your projects. So adb logcat prints logs from the device to the console (only available in development builds).
    如果你想從設(shè)備獲得反饋同時測試項目,啟用此項。因此從設(shè)備adb logcat打印日志到控制臺(僅在開發(fā)版可用)。
Publishing Settings 發(fā)布設(shè)置


Publishing settings for Android Market
Andriod電子市場的發(fā)布設(shè)置

  • Keystore
    密鑰庫
  •     Use Existing Keystore 使用現(xiàn)有密鑰庫
        Create New Keystore 創(chuàng)建新密鑰庫
    Use this to choose whether to create a new Keystore or use an existing one.
    選擇是否創(chuàng)建新的密鑰庫或是使用現(xiàn)有的。
  •     Browse Keystore 瀏覽密鑰
    Lets you select an existing Keystore. 選擇已有的密鑰庫
  •     Keystore password 密鑰庫密碼
    Password for the Keystore. 密鑰庫密碼
  •     Confirm password 確認密碼
    Password confirmation, only enabled if the Create New Keystore option is chosen.
    確認密碼,僅當Create New Keystore選項被選擇時啟用
  • Key
    密鑰
  •     Alias 別名
    Key alias 密鑰別名
  •     Password 密碼
    Password for key alias 密鑰別名密碼
  • Android Market Licensing (LVL)
    Android電子市場的授權(quán)
  •     Public Key 公共密鑰
    The public key provided by the Android developer site.
    Android開發(fā)網(wǎng)站所提供的公共密鑰。

Note that for security reasons, Unity will save neither the keystore password nor the key password. Also, note that the signing must be done from Unity's player settings - using jarsigner will not work.

注意:出于安全原因,Unity既不保存keystore密碼也不保存key密碼。此外也請注意,數(shù)字簽名必須從PlayerSettings中來完成 - 使用Jarsigner將無法正常工作。

Flash
Resolution And Presentation 分辨率和外觀

  • Resolution
    分辨率
  • Default Screen Width
    默認屏幕寬度
    Screen Width the player will be generated with.
    播放器將生成的屏幕寬度
  • Default Screen Height
    默認屏幕高度
    Screen Height the plater will be generated with.
    播放器將生成的屏幕高度
Other Settings 其他設(shè)置

  • Optimization
    優(yōu)化
  • Stripping 剝離
    Bytecode can optionally be stripped during the build.
    在編譯期間可選字節(jié)碼剝離。
Details
Desktop

The Player Settings window is where many technical preference defaults are set. See also Quality Settings where the different graphics quality levels can be set up.

播放器設(shè)置窗口其中有許多技術(shù)性首選項默認設(shè)置。參見質(zhì)量設(shè)置那里可設(shè)置不同的圖形質(zhì)量等級。

Publishing a web player 發(fā)布網(wǎng)絡(luò)播放器

Default Web Screen Width and Default Web Screen Height determine the size used in the html file. You can modify the size in the html file later.

默認Web屏幕寬度和默認Web屏幕高度定義在html文件的大小。你也可以后在html文件中來修改這個大小。

Default Screen Width and Default Screen Height are used by the Web Player when entering fullscreen mode through the context menu in the Web Player at runtime.

默認屏幕寬度和默認屏幕高度,當網(wǎng)絡(luò)播放器運行是通過右鍵菜單進入全屏模式時使用。

Customizing your Resolution Dialog 自定義分辨率對話框


The Resolution Dialog, presented to end-users 分辨率對話框,呈現(xiàn)給終端用戶

You have the option of adding a custom banner image to the Screen Resolution Dialog in the Standalone Player. The maximum image size is 432 x 163 pixels. The image will not be scaled up to fit the screen selector. Instead it will be centered and cropped.

在獨立版播放器有一個添加自定義橫幅圖像到分辨率對話框的選項。最大的圖像尺寸是432 x 163像素。圖像不能被縮放來適應(yīng)容器。相反,它將會中心放置或裁剪。

Publishing to Mac App Store 發(fā)布到蘋果應(yīng)用商店

Use Player Log enables writing a log file with debugging information. This is useful to find out what happened if there are problems with your game. When publishing games for Apple's Mac App Store, it is recommended to turn this off, because Apple may reject your submission otherwise. See this manual page for further information about log files.

開啟Use Player Log將寫入一個帶有調(diào)試信息的日志文件。如果游戲有問題,找出發(fā)生了什么事情,這是非常有用的。當發(fā)布游戲到蘋果應(yīng)用商店,建議關(guān)掉此選項,否則蘋果公司可能會拒絕你的提交。參見日志文件頁面來進一步了解日志文件。

Use Mac App Store Validation enables receipt validation for the Mac App Store. If this is enabled, your game will only run when it contains a valid receipt from the Mac App Store. Use this when submitting games to Apple for publishing on the App Store. This prevents people from running the game on any computer then the one it was purchased on. Note that this feature does not implement any strong copy protection. In particular, any potential crack against one Unity game would work against any other Unity content. For this reason, it is recommended that you implement your own receipt validation code on top of this using Unity's plugin feature. However, since Apple requires plugin validation to initially happen before showing the screen setup dialog, you should still enable this check, or Apple might reject your submission.

開啟Use Mac App Store Validation接收蘋果應(yīng)用商店驗證。如果啟用,游戲僅在包含蘋果應(yīng)用商店的有效認證時運行。當提交游戲到蘋果應(yīng)用商店時使用此項。這可以防止從任何一臺計算機上運行游戲然后購買人。請注意,此功能不執(zhí)行任何強大的拷貝保護。尤其是,針對一個Unity游戲的任何可能的破解,可以運行針對任何Unity內(nèi)容。出于這個原因,建議您使用Unity的插件功能來實現(xiàn)自己接收驗證碼。然而在顯示屏幕設(shè)置對話框之前,由于蘋果公司需要插件驗證來初始發(fā)生。你還是應(yīng)該啟用此項檢查,否則蘋果可能會拒絕你的提交。

iOS
Bundle Identifier 包標識符

The Bundle Identifier string must match the provisioning profile of the game you are building. The basic structure of the identifier is com.CompanyName.GameName. This structure may vary internationally based on where you live, so always default to the string provided to you by Apple for your Developer Account. Your GameName is set up in your provisioning certificates, that are manageable from the Apple iPhone Developer Center website. Please refer to the Apple iPhone Developer Center website for more information on how this is performed.

Bundle Identifier必須匹配構(gòu)建游戲時的配置文件。標識符的基本結(jié)構(gòu)是com.CompanyName.GameName。該結(jié)構(gòu)不同的地方可能有所不同,所以總是默認字符串由蘋果提供給您的開發(fā)者帳戶。游戲名稱在你的配置證書中設(shè)置,從蘋果的iPhone開發(fā)人員中心網(wǎng)站的管理。請參考蘋果的iPhone開發(fā)人員中心網(wǎng)站了解更新信息。

Stripping Level (Pro-only) 剝離級別(僅專業(yè)版)

Most games don't use all necessary dlls. With this option, you can strip out unused parts to reduce the size of the built player on iOS devices. If your game is using classes that would normally be stripped out by the option you currently have selected, you'll be presented with a Debug message when you make a build.

大多數(shù)游戲并不使用dll的全部功能,有了這個選項,你可以去掉未使用的部分,以減少iOS設(shè)備上的內(nèi)置播放器的大小。如果你的游戲使用通過當前選擇的選項被剝離的類,當編譯游戲時會看到一個調(diào)試信息。

Script Call Optimization 腳本調(diào)用優(yōu)化

A good development practice on iOS is to never rely on exception handling (either internally or through the use of try/catch blocks). When using the default Slow and Safe option, any exceptions that occur on the device will be caught and a stack trace will be provided. When using the Fast but no Exceptions option, any exceptions that occur will crash the game, and no stack trace will be provided. However, the game will run faster since the processor is not diverting power to handle exceptions. When releasing your game to the world, it's best to publish with the Fast but no Exceptions option.

在iOS一個良好的開發(fā)習慣是從不依賴異常處理(無論是內(nèi)部或通過使用try/catch塊)。當使用默認的Slow and Safe選項,設(shè)備上發(fā)生的任何異常將被捕獲,將提供一個堆棧跟蹤。當使用Fast but no Exceptions選項,發(fā)生的任何異常將導(dǎo)致游戲崩潰,不提供堆棧跟蹤信息;然而游戲?qū)⑦\行的更快,因為處理器不分配運算來處理異常。當正式發(fā)布游戲時,最好帶有Fast but no Exceptions選項。

Android
Bundle Identifier 包標識符

The Bundle Identifier string is the unique name of your application when published to the Android Market and installed on the device. The basic structure of the identifier is com.CompanyName.GameName, and can be chosen arbitrarily. In Unity this field is shared with the iOS Player Settings for convenience.

當發(fā)布到Android Market和在設(shè)備上安裝,包標識符字符串是應(yīng)用程序唯一的名稱。標識符的基本結(jié)構(gòu)是com.CompanyName.GameName。在Unity為方便起見,該字段與iOS Player Settings共享。

Stripping Level (Pro-only) 剝離級別(僅專業(yè)版)

Most games don't use all the functionality of the provided dlls. With this option, you can strip out unused parts to reduce the size of the built player on Android devices.

大多數(shù)游戲不使用所提供dll的所有功能。使用此選項,你可以去掉未使用的部分,以減少在Android設(shè)備上播放器的大小。

贊0 踩0

未知用戶

2005-2024 朱峰社區(qū) 版權(quán)所有 遼ICP備2021001865號-1
2005-2024 ZhuFeng Community All Rights Reserved

VIP

朱峰社區(qū)微信公眾號

回頂部

1.復(fù)制文本發(fā)給您的QQ好友或群、微信等;好友點擊鏈接以后,轉(zhuǎn)發(fā)就成功了。 2.如朋友點擊您的鏈接,您需要需刷新一下才行;同一個好友僅能點擊一次。
購買VIP,觀看所有收費教程!!