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.
播放器设置是将在Unity中编译最终游戏时定义的各种参数(特定平台)的地方。当打开独立版游戏,启动时例如使用在分辨率对话框的这些值,当编译iOS设备游戏时,使用于Xcode的一些值,因此,正确地填写它们是十分重要的。
To see the Player Settings choose Edit->Project Settings->Player from the menu bar.
从菜单栏查看播放器设置,选择 Edit->Project Settings->Player
Global Settings that apply to any project you create.
将应用于所有项目的全局设置
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.
图标对于大多数Web播放器没有任何意义,但是在编译Chrome应用的本地客户端时需要使用,你可以在这里设置这些图标。
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,如果编译目标为iPhone OS 3.2,那么在Xcode选择3.2模拟器,将得到很多错误。所以你必须 确保在unity中选择一个恰当的目标 SDK。
Resolution and presentation为你的Android编译项目.
Different icons that your project will have when built 你的项目编译时的默认图标.
Splash image that is going to be displayed when your project is launched 你的项目运行时显示的开启画面.
Publishing settings for Android Market
Andriod电子市场的发布设置
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密码也不保存key密码。此外也请注意,数字签名必须从PlayerSettings中来完成 - 使用Jarsigner将无法正常工作。
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.
播放器设置窗口其中有许多技术性首选项默认设置。参见质量设置那里可设置不同的图形质量等级。
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.
默认Web屏幕宽度和默认Web屏幕高度定义在html文件的大小。你也可以后在html文件中来修改这个大小。
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.
默认屏幕宽度和默认屏幕高度,当网络播放器运行是通过右键菜单进入全屏模式时使用。
The Resolution Dialog, presented to end-users 分辨率对话框,呈现给终端用户
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.
在独立版播放器有一个添加自定义横幅图像到分辨率对话框的选项。最大的图像尺寸是432 x 163像素。图像不能被缩放来适应容器。相反,它将会中心放置或裁剪。
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.
开启Use Player Log将写入一个带有调试信息的日志文件。如果游戏有问题,找出发生了什么事情,这是非常有用的。当发布游戏到苹果应用商店,建议关掉此选项,否则苹果公司可能会拒绝你的提交。参见日志文件页面来进一步了解日志文件。
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.
开启Use Mac App Store Validation接收苹果应用商店验证。如果启用,游戏仅在包含苹果应用商店的有效认证时运行。当提交游戏到苹果应用商店时使用此项。这可以防止从任何一台计算机上运行游戏然后购买人。请注意,此功能不执行任何强大的拷贝保护。尤其是,针对一个Unity游戏的任何可能的破解,可以运行针对任何Unity内容。出于这个原因,建议您使用Unity的插件功能来实现自己接收验证码。然而在显示屏幕设置对话框之前,由于苹果公司需要插件验证来初始发生。你还是应该启用此项检查,否则苹果可能会拒绝你的提交。
The Bundle Identifier string must match the provisioning profile of the game you are building. The basic structure of the identifier iscom.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必须匹配构建游戏时的配置文件。标识符的基本结构是com.CompanyName.GameName。该结构不同的地方可能有所不同,所以总是默认字符串由苹果提供给您的开发者帐户。游戏名称在你的配置证书中设置,从苹果的iPhone开发人员中心网站的管理。请参考苹果的iPhone开发人员中心网站了解更新信息。
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.
大多数游戏并不使用dll的全部功能,有了这个选项,你可以去掉未使用的部分,以减少iOS设备上的内置播放器的大小。如果你的游戏使用通过当前选择的选项被剥离的类,当编译游戏时会看到一个调试信息。
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一个良好的开发习惯是从不依赖异常处理(无论是内部或通过使用try/catch块)。当使用默认的Slow and Safe选项,设备上发生的任何异常将被捕获,将提供一个堆栈跟踪。当使用Fast but no Exceptions选项,发生的任何异常将导致游戏崩溃,不提供堆栈跟踪信息;然而游戏将运行的更快,因为处理器不分配运算来处理异常。当正式发布游戏时,最好带有Fast but no Exceptions选项。
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.
当发布到Android Market和在设备上安装,包标识符字符串是应用程序唯一的名称。标识符的基本结构是com.CompanyName.GameName。在Unity为方便起见,该字段与iOS Player Settings共享。
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.
大多数游戏不使用所提供dll的所有功能。使用此选项,你可以去掉未使用的部分,以减少在Android设备上播放器的大小。
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