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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.
The final step in making a game here in Unity is to actually build the game. So far we've got in models, textures, lights, particles, animation, interaction, scripts, characters, motion, all kinds of stuff. And we're ready to finally build the game as a stand alone. In this case, we're working out a stand alone EXE for a PC. Alternately, you may be building out to IOS, Android or to something similar. Along the way, hopefully you've configured everything for that specific platform.
Introducing overrides if necessary. And always thinking about your destination so you can calibrate your game appropriately. I'll take care of one last detail here before I actually do a build and that's to get an icon and a splash screen in place. I brought in those two files plus the working sources from the Adobe Illustrator. They're in the textures folder in the Assets and I'll take a quick look at them before I put them in. The M icon is actually what will go on in the exe. M for modernista on a modern orange. And, this is actually what will show up on both the EXE and a shortcut on the desktop, for example.
I'm going to leave it alone, sized at 120 squared, a power of 2, and marked as a texture. The splash screen is what goes on the initial Unity configuration screen, when you're choosing the play size and mode, beautiful, fantastic and so on. For this because it's an odd size, we need to configure it. I'll drop down here under Texture and chose Advanced. This image is 432 by 163, which is definitely and odd size but fits perfectly in that UI.
Remember 432 by 163. I'll change the non power of two from nearest over to none, and this way it doesn't rescale it. I'll uncheck Generate Miff Maps, and I'll leave that mac size alone. I'll change to automatic press to automatic true color and click Apply. Now it's regarding it correctly, leaving it at 432 by 163, true color, and it's ready to bring into the player settings. I'll go under Edit, and Project Settings > Player. And in my player settings, there's my splash image, and my default icon.
I'll click Select in the Texture Slot for default icon. And I'll scroll down and choose my M icon. Now, select the texture for the splash image. Clicking on SplashIimage, scrolling down, and choosing M_splash screen. It's ready to build. If there's any tweeks along the way, we can always play it, test it, and rebuild it. I'll choose File and Build Settings. In the Build Settings, I'm going to make sure that all the development pieces are off, turning on development build if I need to and unchecking the Profile or Debugging.
I'm authoring in this case for windows platform using the X86 architecture. Depending on where you're running you may be offering for a different target platform. For example, if you're using a MAC you may choose MAC OS. Linux users might choose Linux. You can also test on different platforms than what you're offering on. To make sure your game is compatible all around. Once it's all in, I'll click Build and Run. I'll put this into my Debug_Builds folder, naming it, instead of Modernista_test, Modernista. It'll make an EXE with that icon I've chosen and then run my game.
I'll click Save and Unity will start to make the build. The game starts out and there's my configuration dialog. My banner showed up. 432 by 163, and it fits in perfectly. It's now my game with my logo. My screen resolution is as I've designed 1280 by 720 in a window, and the default graphics quality is fantastic as I've set it. I haven't done anything with the input yet, so it's the default WASD. I'll leave that alone and get in and play the game. I started out where I had left my character.
So I may want to move back to that spawn point and build again. But for now, it's neat to run around it. My blurs are all working. My water is sparkling. And I can see all of the things I put in, and all their rich subtle detail. I'll move forward, knock over some sculpture, because I can. Dash around the wall. Knock over that painting. Watch the cars fall, and head out the door. My door opens and there's my sound zone with birds. It's working terrifically and I can see into the other building across the way. I'll go across the bridge, hear the sounds fade out and into the other spaces.
There's always room for testing and tweaking, but I really like the way it's working. And they're off in the distance from my cattail puffs. Just puffing and disappearing before they actually reach me. There's the trigger on the door, and I'm into the third gallery space, ready to get in there and just bump my head on that mobile. The mobile's watching me as I try to find my way out. Everything in my gallery is working as it's supposed to. And it looks terrific. That final push in the anti-aliasing is really working nice. And I can see all the richness and subtlety I've put in the detail, textures and lighting.
It's a lot of fun to make a game. Almost as my trend is playing them and I hope you had as much learning how to make it as I did teaching it. There's so many different things to get into here and so many different possibilities. We can only cover a small bit of it in this course but I hope you're excited about getting in there and delving in to really explore the power of unity.
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