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Building the executable

From: Unity 4.3 Essential Training

Video: Building the executable

The final step in making a game here in Unity is to actually build the game. I'll change to automatic press to automatic true color and click Apply.

Building the executable

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.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 12051 viewers

Adam Crespi

Expand all | Collapse all
  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    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

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