This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Landscape Tool
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
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
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Packing a Final Build for Publishing

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.

Successfully build components

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.

Failure to build some components

Step 1. Build the Game#

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.

  1. Switch to the UnigineEditor. To assemble the project, choose File->Create Build. The Create Build window will open.
  2. In the Create Build window, set the Build Type to 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).

  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.

    For more information on the Delete Unused Assets option see the related 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.

Notice
If a project fails to build, check the UnigineEditor console for more details.

Step 2. Launch the Game#

  1. Upon completion of the build process, the output folder will be automatically opened. To play the game, launch QuickStart.exe.
  2. In the Unigine launcher, specify the resolution and the window mode.

  3. Click Run to launch the standalone application and play the game.


Congratulations, you've made your first project! You may now expand upon it and implement more features.

Last update: 2022-01-21
Build: ()