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Building a Project
Before your project can be distributed to users, it must be properly built. Building a project 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.
To build your project via UnigineEditor, perform the following:
- In UnigineEditor, click File -> Create Build. The Create Build window will open.
- Specify the required settings and click Create Build.
For building C# Component System projects, Component System should be initialized successfully.
By default, the build includes the following:
- core.ung and scripts.ung
- *.cache files
- Plugins added via SDK browser
If plugins are added via code, they should be added to the build as user files.
- All assets and their runtimes from the data/ folder and from all mount points
Runtimes are copied together with their *.meta (json) files.
- Texture cache from the data/.cache_textures folder
- guids.db file stored in the data/ folder
- Sound library
- Launcher file or files
- Main executable files
- Files added by user
|Build Type||Type of the build that defines which binaries are compiled:
If the project's SDK is unavailable, this option is unavailable, as well. In this case, Build Type is defined by the build of UNIGINE Engine selected at the project creation.
|Project Name||Name of the output executable or .bat/.sh file|
|Build Folder||Path to the output folder where the build is going to be stored
You shouldn't create this folder inside your project folder, as it may significantly increase its size.
Build folder should be empty. Otherwise, its contents will be deleted.
|Default World||The world that is loaded when the application is started (optional)|
|Precompile Shaders||If enabled, generates shaders for the current Video API.
You may require forced shader compilation in specific cases.
Launcher Default Settings#
These settings are used as default (pre-selected) launcher settings.
|Type||Type of the launcher:
|Banner Image||The image to be displayed in the launcher. Available for GUI-based launcher only.
Only PNG images can be used.
|VR Mode||VR emulation mode:
|Resolution||The resolution of the application screen|
|Fullscreen||If enabled, the application is run in the Fullscreen mode.|
|Binary||Type of the binary to be launched for the Development build type:
|Video Debug||Toggling the debug context of the Graphics API. Available for the Development build type only.|
|Release App / Development App / Debug App||Path to the corresponding binary to be run. The binary depends on the type of build. If the binary remains located in the bin/ folder, it is defined automatically. If it has been moved elsewhere, the path to the file shall be set manually.|
UnigineEditor creates the <project_name>.lconfig file that Launcher uses to run the app. If a user changes any parameters and runs the app, the changes are saved in <project_name>.lconfig. Closing Launcher without running it discards any changes.
Copy User Files#
The rules for adding user files to the build folder:
- From — an absolute path to a folder, file, or folder using wildcard.
- To — path to the destination folder that is relative of the Build Folder. It can be a folder name where the file or files are copied to, or a folder and a file name, i.e. the copied file can be renamed as well.
However, if the target file extension is written incorrectly (differs from the actual file extension), a new folder with such name will be created instead. For example, if we try to rename a file as follows:
When files with the same name are copied to one folder, their content is checked. If it's the same file, it would be copied once without any warning. However, if names are the same but the files are different, the dialog window will pop up to request which file should be copied.
Rules for copying user files can be defined with the help of wildcards.
Project files can be encrypted using the UNIGINE-native UNG archive format. UNG files are transparent to the engine, and their content is handled as not packed. To save your files in UNG format, use the Archiver tool.
- Data streaming doesn't work for UNG/ZIP contents.
- The maximum size of the archive is 2 GB.