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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.
In unity as we've seen. We have a lot of control over the quality for different platforms that we can dictate in here how this should look on different devices; such as IOS or android or similar. To change some of the player settings, we'll choose Edit, Project Settings and Player. In here, we can set things like the default resolution, and does it go full screen or not. And also start to play with things like cursors and Splash images.
To start out, we can put in a company name and set up the product name, if we need. We can also choose a default cursor. It's just another texter we bring in. And we can even set another hotspot for that cursor that's off center, if we like. So if we need a cross hair that has longer sides on the right and bottom, We can put that in. What I'll do is open up the resolution and presentation section. We can open up any of these sections simply by clicking on the header. I'll turn off default as full screen and put in a size of 1280 by 720.
I'm going to force this game to play in a 16 by 9 aspect. So that when it's viewed on high definition T.V.'s it looks good. I'll scroll down and look in the supported aspect ratios as well. In here we can dictate which aspect ratios we support in a stand-alone. And we can also change this for different OS's. I'll choose for my stand-alone to turn off 4 by 3, 5 by 4 and 16 by 10. I'll also turn off others. So essentially I'm forcing this game to play in a 16 by 9.
If your dealing in MAC APP Store validation for example. Or full screen mode on a MAC, you can dictate that here. We can make the window resizable if we'd like and also play with the display resolution dialog if we need. I'll leave that on, and see what it looks like when I publish this later. All of our different OS is our feature. We have resolution options available for IOS for example. Choosing the default orientation if we'd like. So I might change this for IOS to, landscape left or maybe over to autorotation and allow it to be flipped around depending on which way the user is facing.
For Android I have similar options. And again we can choose for all of these custom defaults. So we can author it once and say let's publish on a number of different platforms and it should look right on each one. We can choose a splash image if we'd like. That when this game is loading, it's pulling up this certain image we've designed. In our other settings then, we can also play with the rendering path. And it's kind of difficult to see these, obviously, at the moment. Because we don't have any lights in the scene. But it's a question of forward or deferred rendering.
Are we using multi threaded rendering if our graphics card supports it? Are we using batching? And specifically here, for Android, are we dealing in a bundle identifier? And a version code, or versions for all of these. And I'll look back here in my standalone. I have different options available, so I can really custom tune how this should look. We can even decide what level the API would like compatibility with. Are we dealing in .NET 2.0, Subset, and so on, and is there any custom scripting we'd like to bring in? This allows us a tremendous amount of flexibility.
Letting us make the art once and define how it looks when we put it out to different places. Next, I'll choose edit, project settings, and quality. In our quality, we can define the different quality levels available for different platforms. Right now, everything is available for every platform. That is, we can work from fastest up to fantastic in everything. We may want to say, for example, that for iOS, fantastic will choke it, and we want to turn that off.
Or we can leave it on and say, no, let's let them be available and hope everybody has a good enough device. We can even choose in these, the default mode for each one. What I'll do for my stand alone, is to go down to the default and set it to be beautiful. That way my anti-aliasing looks terrific and my lights show up nicely. It's up to you where you'd like these to default to. And it depends on how much you have in the game. How fast it should play versus how much lingering and looking the player will be doing. With in each of these sections, we have global defaults available.
For example in our lights, we have shadows both hard and soft; hard which are continuously crisp, and soft which fuzz out over distance. We can define in this for example, for stand alone, what happens that if we choose stand alone and we say our shadows are disabled or hard only. I'm going to leave them as hard and soft, but I'm going to say that my resolution is high at least. And if I want to take it down, I have to choose that manually for lights. We can get very specific in this.
And this allows us a tremendous amount of optimization per platform as we need. So feel free to experiment with this. If you're working, for example, with a device that allows an emulation, there's a Unity remote available, for example for Android and IOS. Try the different build levels with your game as early as possible and see how they look. I'm going to my default for Stand Alone at Beautiful so that I get good antialiasing, good shadows. And good lighting all the way through. And I'll see how smooth or sluggish it plays.
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