This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
版本控制
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
材质和着色器
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
创建内容
内容优化
材质
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

为发行打包最终版本

Before your project can be distributed to users, it must be properly built. To build a C# Component System project, all components should be initialized and compiled successfully.在您的项目可以分发给用户之前,它必须正确 built。要构建一个 c# Component System项目,所有的组件都应该被初始化并成功编译。

Successfully build components成功构建组件

If you encounter the red error message in the UnigineEditor, indicating that some of your components were not built, check the Editor Console window for details. You may need to debug the source code to find errors.如果您在UnigineEditor中遇到红色的错误消息,表明您的一些组件没有被构建,请查看编辑器控制台窗口以了解详细信息。您可能需要 debug源代码来查找错误。

Failure to build some components未能构建某些组件

Step 1. Build the Game
步骤1。建立游戏#

Packing a final build ensures that all content and code, including all necessary libraries, is up to date, in the proper format, and placed to a proper location to run on the desired target platform.打包最终构建确保所有内容和代码(包括所有必要的库)都是最新的、格式正确的,并放置在合适的位置,以便在所需的目标平台上运行。

  1. Switch to the UnigineEditor. To assemble the project, choose File->Create Build. The Create Build window will open.切换到UnigineEditor。要组装项目,请选择File->Create Build。将打开Create Build窗口。
  2. In the Create Build window, set the Build Type to Release. 在“Create Build”窗口中,将Build Type设置为“Release”。
  3. Set the name to be QuickStart and specify the output folder in the Build Folder field. Make sure the Default World is set to your game world (level.world in our example).将名称设置为QuickStart,并在Build Folder字段中指定输出文件夹。确保Default World设置为你的游戏世界(在我们的例子中是level.world)。

  4. The Delete Unused Assets option shall by default remove the materials used for our generated objects, as they're only used in our code (the Build tool doesn't know that). This is the case when you have to force-include them manually. You can do it by adding the following line to the list.默认情况下,Delete Unused Assets选项应该删除用于生成的对象的材质,因为它们只在我们的代码中使用(Build工具不知道这一点)。这是当你必须手动force-include时的情况。可以通过向列表中添加以下行来实现。

    For more information on the Delete Unused Assets option see the related HowTo Video.有关Delete Unused Assets选项的更多信息,请参见相关的 HowTo Video

  5. Click the green Create Build button at the bottom of the Create Build window. The assembling progress bar will appear indicating the status of the build process.单击Create Build窗口底部的绿色Create Build按钮。将出现组装进度条,指示构建过程的状态。

注意
If a project fails to build, check the UnigineEditor console for more details.如果项目构建失败,请查看UnigineEditor控制台以了解更多详细信息。

Step 2. Launch the Game
步骤2。启动游戏#

  1. Upon completion of the build process, the output folder will be automatically opened. To play the game, launch QuickStart.exe.在完成构建过程,输出文件夹会自动打开。玩游戏时,启动QuickStart.exe
  2. In the Unigine launcher, specify the resolution and the window mode.在Unigine启动器中,指定分辨率和窗口模式。

  3. Click Run to launch the standalone application and play the game.单击Run推出独立的应用程序和游戏。

Congratulations, you've made your first project! You may now expand upon it and implement more features.恭喜你,你完成了你的第一个项目!您现在可以扩展它并实现更多的特性。

最新更新: 2024-04-19
Build: ()