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。
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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
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
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
Standalone 單機Resolution And Presentation 分辨率和描述
Icon 圖標
Splash Image 開機畫面
Other Settings 其他設(shè)置
iOS Resolution And Presentation 分辨率和描述
Icon 圖標
Splash Image 開機畫面
Other Settings 其它設(shè)置
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
Icon 圖標
SplashImage 開機畫面
Other Settings 其他設(shè)置
Publishing Settings 發(fā)布設(shè)置
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。 FlashResolution And Presentation 分辨率和外觀
Other Settings 其他設(shè)置
DetailsDesktop 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
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 |
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