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Unity 4.3 Essential Training
Illustration by Mark Todd

Building a development build and debugging


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Building a development build and debugging

When we're getting close to completing our game, I'll name it Modernistatest, and I'll make a new folder that this is built into.
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
Subjects:
3D + Animation Developer Games Game Design Game Development
Software:
Unity 3D Unity
Author:
Adam Crespi

Building a development build and debugging

When we're getting close to completing our game, we can actually make a build of that game, and a build then, is a calculation of everything in the game to produce a standalone executable. This may be a standalone app for a phone or a standalone for Web or PC. You should know your platform going in. It shouldn't come as a surprise that suddenly you're offering for iOS, for example. But you can always go and change if you need, and Unity has a lot of great things along the way to facilitate developing for multiple platforms. I'll produce a development build to start and this'll let me pull up a debugger and a profiler to watch out for any other warnings or show stopping errors.

I'll choose File and Build & Run. In Build & Run then, I can choose a platform building towards iOS, Android, Blackberry and so on. I'm going to build mine for PC, Mac, and Linux as that's where I've directed all my textures to go to and I haven't used any overrides for anything in here. I'll check Development Build, and then I'll check Auto Connect Profiler and Script Debugging. Now when I go to build this, it'll pull up a profiler which is a pro version only, and show me where my resources are going.

It'll also help me debug any scripts along the way, flagging any errors in my code, so I can run the game correctly. In our architecture then, we can specify a target platform. In this case because I'm working on a PC, I can't develop for Mac OS. If you're working on a Mac, you can develop for Mac OS and the same with iPhone. I'm going to build for the x86 architecture. But we do have an option in here to do x86 64, if we'd like. I'll press Build and Run, and what it's going to do is take the current player settings, build the game, and then open it up, running in the Unity player.

When I click Build and Run, it wants to make an EXE, an executable for Windows. I'll name this for a testing build, so in case I see it in my directory later, I can delete it, because it's just a working build of the game. I'll name it Modernistatest, and I'll make a new folder that this is built into. It'll go into a folder I've called Debug Builds. And this way, I can be careful about version I'm actually putting out there for consumption. I'll click Save, and Unity will take a minute, compile the scripts, and build the game. The build came up and opened up the Profiler. What I can see in here is that I haven't specified a splash screen yet, and it's at the default quality of Good.

My screen resolution came across and it's going to play windowed. I can also see in the Input tab that it's just the standard WASD inputs, that is, the standard keys for jumping around, firing, moving, and so on. We can always get in and change if we need, and we can lock these if we'd like. Back here in the Graphics, I'll try the Graphics Quality at Fantastic, the most it can go, and see how it looks. I'll press Play, and I'll watch that debugger as well. With my build open, it looks really good. I can see in here that the anti aliasing I've specked looked fantastic.

I've got a development build going, and it looks really nice. All the work I put into the lighting and the shading is really coming across well. I'll move forward, knock over my sculpture, and go out the doors. Finally bumbling around like a player, I found the right door to get out.

I can hear the water, and see the water in front of me. The shallow depth helps me focus on the railing, and that background is blurred. Looking down, I can see the detail on the railing, and a little bit of that Q map moving in the middle. I knocked over the painting. I can see some areas I'd like to fix, like the clipping plane and the collision on that player collider. I went into the painting a little bit. That's an easy fix, though. I can go back in and fix the size of that so that as I go forward, I can't quite pass through objects.

The ambient occlusion looks good. There's some minor issues with the bottom of the wall texture, but I can take care of that quickly in some mapping. The screens are holding up well, not too much of a Moire pattern, and the lighting looks really good in the space. I'll close that build and what I can see here in the Profiler is my usage and my frame rate. I'm hitting a frame rate roughly of 30 frames per second, and getting reasonably close occasionally and a little bit under. This definitely tells me I've got places where I can optimize, where I really need to streamline what it is we're seeing. It's neat, though, because I can see where my rendering and draw calls are, depending on how much I've seen, that is, how far away I'm looking.

I can also see in here that I'm probably taking a big hit in the draw calls from those image effects. And so if there's any way to optimize them down, maybe going through and color balancing out all of the different colors, I should, and see if there's any of those I can take off. I should also see if there's any optimization I can do along the way, in terms of either geometry or textures. And this provides a really nice graph of where are we using that processing power. So far, it looks like my scripts are working. There weren't any errors popping up, although this is not terrible intensive on the scripting.

As you get farther and farther into your scripting, you'll find more and more places where that debugger is really helpful. Flagging areas where scripts are in conflict, either in their ordering running, or in the syntax, and you can go in and find and fix those before you publish your game. So you make a development build, look at the Profiler, look at the script, and really read what those consoles and debuggers and graphs are showing you. Because it will help you streamline your game, so you can play as smoothly as possible.

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