Unity3d之PlayerSettings设置

Unity3d之PlayerSettings设置

2023年7月11日发(作者:)

Unity3d之PlayerSettings设置Player Settings is where you define various parameters (platform specific) for the final game that you will build in Unity. Some of thesevalues for example are used in the Resolution Dialog that launches when you open a standalone game, others are used by XCode whenbuilding 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->PlayerGlobal Settings that apply to any project you create.将应⽤于所有项⽬的全局设置Cross-Platform Properties跨平台特性Company Name 公司名称The name of your company. This is used to locate the preferences file.

您的公司名称, 这是⽤来设置参数⽂件。Product Name 产品名称The name that will appear on the menu bar when your game is running and is used to locate the preferences file also.

当游戏运⾏时,这个名字将出现在菜单栏。并且也被使⽤来设置参数⽂件。Default Icon 默认图标Default icon the application will have on every platform (You can override this later for platform specific needs).

将应⽤于每⼀个平台的默认图标(特定平台需要以后还可以覆盖这个)。Per-Platform Settings 各平台设置Desktop(⼀)Web-Player Web播放器Resolution And Presentation 分辨率和描述Resolution分辨率Default Screen Width

默认屏幕宽度Screen Width the player will be generated with.

播放器将⽣成的屏幕宽度。Default Screen Height

默认屏幕⾼度Screen Height the player will be generated with.

播放器将⽣成的屏幕⾼度。Run in background

后台运⾏Check this if you dont want to stop executing your game if the player looses focus.

如果不想在播放器失去焦点时停⽌运⾏游戏,请勾选此项。WebPlayer Template

⽹络播放器模板For more information you should check the , note that for each built-in and custom template there will be an icon in this section.

查看更多信息参阅。注意,对于每⼀个内置和⾃定义模板将会对应⼀个图标在此处显⽰。Icon 图标Icons don't have any meaning for most webplayer builds but they are needed for Native Client builds used as Chrome applications. Youcan 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。Other Settings 其他设置Rendering渲染Rendering Path 渲染路径This property is shared between Standalone and WebPlayer content.

此属性是在单机版和Web版两者共享的。 Vertex Lit 顶点光照Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.

最低光照保真,不⽀持阴影,最好⽤于⽼机器或受限的⼿机平台。 Forward with Shaders

正向着⾊器Good support for lighting features; limited support for shadows.

很好的⽀持光照特性,有限的⽀持阴影。 Deferred Lighting

延时光照Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Proonly.

最好的⽀持光照和阴影特性,但需要⼀定程度的硬件⽀持。最好有许多实时光照时使⽤。Untiy专业版功能。Color Space ⾊彩空间The color space to be used for rendering ⽤于渲染的⾊彩空间 GammaSpace Rendering

伽马空间渲染Rendering is gamma-corrected

伽马校正渲染 Linear Rendering

线性渲染Rendering is done in linear space

在线性空间渲染Hardware Sampling硬件采样Static Batching

静态批处理Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.

编译时设置使⽤静态批处理(在Web播放器中默认⽆效)。 Unity 专业版功能 。Dynamic Batching

动态批处理Set this to use Dynamic Batching on your build (Activated by default).

编译时设置使⽤动态批处理(默认激活)。Streaming流处理First Streamed Level

⾸先流处理的关卡If you are publishing a Streamed Web Player, this is the index of the first level that will have access to all assets. 如果你想发布流媒体⽹络播放器, 这是第⼀个关卡的索引,它将访问所有加载的资源。(⼆)Standalone 单机Resolution And Presentation 分辨率和描述Resolution分辨率Default Screen Width

默认屏幕宽度Screen Width the stand alone game will be using by default.

单机游戏默认的屏幕宽度。Default Screen Height

默认屏幕⾼度Screen Height the plater will be using by default.

单机游戏默认的屏幕⾼度。Run in background

后台运⾏Check this if you dont want to stop executing your game if it looses focus.

如果你不想在游戏失去焦点时停⽌游戏,请勾选此项。Standalone Player Options单机游戏播放器选项Default is Full Screen

默认为全屏Check this if you want to start your game by default in full screen mode.

如果你想开始游戏后默认全屏模式,勾选此项。Capture Single Screen

捕获单屏If enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.

如果开启,在全屏模式下单机游戏不会在多显⽰器设置的第⼆显⽰器变暗。DisplayResolution Dialog显⽰分辨率对话框 Disabled 禁⽤No resolution dialog will appear when starting the game.

在游戏开始时,不显⽰分辨率对话框。 Enabled 启⽤Resolution dialog will always appear when the game is launched.

在游戏开始时,显⽰分辨率对话框。Hidden by default 默认隐藏The resolution player is possible to be opened only if you have pressed the "alt" key when starting the game.

在游戏开始时按“alt”键才能打开分辨率对话框。Use Player Log 使⽤播放器⽇志Write a log file with debugging information.

写⼊带有调试信息的⽇志。Mac App Store Validation

Mac应⽤商店验证Enable receipt validation for the Mac App Store.

开启Mac应⽤商店验证。Supported Aspect Ratios

⽀持的长宽⽐Aspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.

可选长宽⽐,在分辨率对话框将提供显⽰器⽀持的分辨率。Icon 图标Override for Standalone

覆盖图标Check if you want to assign a custom icon you would like to be used for your standalone game. Different sizes of the icon should fill in the squaresbelow.

如果你想⾃定义单机游戏的图标,请勾选。对应不同⼤⼩的图标填⼊⽅框。Splash Image 开机画⾯Config Dialog Banner

配置对话框横幅Add your custom splash image that will be displayed when the game is starting.

添加⾃定义开机画⾯,将在游戏开始时显⽰。Other Settings 其他设置Rendering渲染Rendering Path 渲染路径This property is shared between Standalone and WebPlayer content.

此属性是在单机版和Web版两者共享的。 Vertex Lit 顶点光照Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.

最低光照保真,不⽀持阴影,最好⽤于⽼机器或受限的⼿机平台。 Forward with Shaders

正向着⾊器Good support for lighting features; limited support for shadows.

很好的⽀持光照特性,有限的⽀持阴影。 Deferred Lighting

延时光照Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Proonly.

最好的⽀持光照和阴影特性,但需要⼀定程度的硬件⽀持。最好有许多实时光照时使⽤。Untiy专业版功能。Color Space ⾊彩空间The color space to be used for rendering ⽤于渲染的⾊彩空间 GammaSpace Rendering

伽马空间渲染Rendering is gamma-corrected

伽马校正渲染 Linear Rendering 线性渲染Rendering is done in linear space

在线性空间渲染Hardware Sampling硬件采样Static Batching 静态批处理Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.

编译时设置使⽤静态批处理(在Web播放器中默认⽆效)。 Unity 专业版功能 。Dynamic Batching 动态批处理Set this to use Dynamic Batching on your build (Activated by default).

编译时设置使⽤动态批处理(默认激活)。API Compatibility LevelAPI兼容性级别 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes

.Net 2.0 库。 最⼤.net 兼容性, 最⼤⽂件⼤⼩。 .Net 2.0 Subset

.Net 2.0 ⼦集Subset of full .net compatibility, smaller file sizes

完整的⼦集 .net 兼容性,较⼩的⽂件⼤⼩。(三)iOS设置Resolution And Presentation 分辨率和描述Resolution分辨率Default Orientation 默认⽅向(This setting is shared between iOS and Android devices)

(此项在IOS和Android设备共享) Portrait 纵向The device is in portrait mode, with the device held upright and the home button at the bottom.

设备为纵向模式,设备垂直⼿持并home键在底部。 Portrait Upside Down (iOS Only)

纵向倒置 (仅iOS)The device is in portrait mode but upside down, with the device held upright and the home button at the top.

设备为纵向倒置模式,设备垂直⼿持并home键在顶部。 Landscape Right (iOS Only)

右横向 (仅iOS)The device is in landscape mode, with the device held upright and the home button on the leftside.

设备为横向模式,设备垂直⼿持并且home键在左边。 Landscape Left

左横向The device is in landscape mode, with the device held upright and the home button on the rightside.

设备为横向模式,设备垂直⼿持并且home键在右边。 Auto Rotation ⾃动旋转The screen orientation is automatically set based on the physical device orientation.

基于设备物理设备⽅向,⾃动设置屏幕⽅向。Auto Rotation settings⾃动旋转设置 Use Animated Autorotation

使⽤带动画的⾃动旋转When checked, orientation change is animated. This only applies when Default orientation is set to Auto Rotation. 当勾选,改变⽅向将带有动画效果。这仅适⽤于默认⽅向设置为⾃动旋转时。Allowed Orientations for Auto Rotation允许⽅向为⾃动旋转 Portrait 纵向When checked, portrait orientation is allowed. This only applies when Default orientation is set to Auto Rotation.

当勾选,允许纵向,这仅适⽤于默认⽅向设置为⾃动旋转时。 Portrait Upside Down

纵向且上下颠倒When checked, portrait upside down orientation is allowed. This only applies when Default orientation is set to Auto Rotation.

当勾选,允许纵向倒置,这仅适⽤于默认⽅向设置为⾃动旋转时。 Landscape Right

右横向When checked, landscape right (home button on the left side) orientation is allowed. This only applies when Default orientation is set to AutoRotation.

当勾选,右允许横向(home 键左边)这仅适⽤于默认⽅向设置为⾃动旋转时。 Landscape Left

左横向When checked, landscape left (home button is on the right side) orientation is allowed. This only applies when Default orientation is set to AutoRotation.

当勾选,允许左横向(home 键右边)这仅适⽤于默认⽅向设置为⾃动旋转时。Status Bar状态栏Status Bar Hidden 隐藏状态栏Specifies whether the status bar is initially hidden when the application launches.

当应⽤启动时,指定状态条是否最初隐藏。Status Bar Style 状态栏样式Specifies the style of the status bar as the application launches

当应⽤启动时,指定状态条的样式。 Default默认 Black Translucent⿊⾊半透明 Black Opaque⿊⾊不透明Use 32-bit Display Buffer

使⽤32位显⽰缓冲器Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in yourImageEffects, as they will create RTs in same format as Display Buffer.

如果显⽰缓冲器被创建持有32位颜⾊值时指定(默认16位)。如果你看到条带或你的图像效果需要alpha时使⽤,将以相同的格式创建TRs作为显⽰缓冲器。在运⾏pre-Gingerbread操作系统的设备不⽀持(将强制为16位)。Show Loading Indicator

显⽰加载条Options for the loading indicator

加载条选项 Don't Show 不显⽰No indicator ⽆加载条 White Large ⽩⾊⼤Indicator shown large and in white 加载条较⼤,并且为⽩⾊ White ⽩⾊Indicator shown at normal size in white 加载条为正常⼤⼩,并且为⽩⾊ Gray 灰⾊Indicator shown at normal size in gray 加载条为正常⼤⼩,并且为灰⾊Icon 图标Override for iOS

覆盖图标Check if you want to assign a custom icon you would like to be used for your iPhone/iPad game. Different sizes of the icon should fill in the squaresbelow.

如果想为你的iPhone/iPad游戏只定义个图标,请选择。对应不同⼤⼩的图标填⼊⽅框中。Prerendered icon 预渲染图标If unchecked iOS applies sheen and bevel effects to the application icon.

如果不勾选,iOS应⽤光泽和斜⾓效果到应⽤程序的图标。Splash Image 开机画⾯Mobile Splash Screen ⼿机开机画⾯

(Pro-only feature) (专业版功能)Specifies texture which should be used for iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)

指定⽤于IOS开机画⾯纹理。 标准开机画⾯的尺⼨为320x480。(此项与Android 和 iOS共享)High Res. iPhone (Pro-only feature)

iphone⾼分辨率开机画⾯(专业版功能)Specifies texture which should be used for iOS 4th gen device Splash Screen. Splash Screen size is 640x960.

指定⽤于IOS第四代设备的开机画⾯纹理。 开机画⾯的尺⼨为640x960。iPad Portrait (Pro-only feature)

iPad纵向(专业版功能)Specifies texture which should be used as iPad Portrait orientation Splash Screen. Standard Splash Screen size is 768x1024.

指定⽤于iPad纵向的开机画⾯纹理。 标准开机画⾯的尺⼨为768x1024。iPad Landscape (Pro-only feature)

iPad横向(专业版功能)Specifies texture which should be used as iPad Landscape orientation Splash Screen. Standard Splash Screen size is 1024x768.

指定⽤于iPad横向的开机画⾯纹理。 标准开机画⾯的尺⼨为1024x768。Other Settings 其它设置Rendering渲染Static Batching 静态批处理Set this to use Static batching on your build (Activated by default). Pro-only feature.

设置使⽤Static batching编译(默认激活的)。仅专业版功能Dynamic Batching 动态批处理Set this to use Dynamic Batching on your build (Activated by default).

设置使⽤Dynamic batching编译(默认激活的)。Identification标识符Bundle Identifier 包标识符The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)

从苹果开发者⽹络帐户在你的证书中使⽤的字符串。(此项与iOS 和 Android共享)Bundle Version 包版本Specifies the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. This is a monotonicallyincreased string, comprised of one or more period-separated 指定该包的版本号,包的迭代版本号(发布或未发布的)。这是单⼀性的增加字符串,由⼀个或多个句点分割。 (此项与iOS 和 Android共享)Configuration配置Target Device ⽬标设备Specifies application target device type. 指定应⽤程序⽬标设备类型。 iPhone OnlyApplication is targeted for iPhone devices only.

应⽤程序⽬标设备仅为iPhone。 iPad OnlyApplication is targeted for iPad devices only.

应⽤程序⽬标设备仅为iPad。 iPhone + iPadApplication is targeted for both iPad and iPhone devices.

应⽤程序⽬标为iPad and iPhone设备。Target Platform ⽬标平台Specifies the target arquitecture you are going to build for.(This setting is shared between iOS and Android Platforms)

指定你将要编译的⽬标架构(此项与Android 和 iOS平台共享) armv6 (OpenGL ES1.1)Application is optimized for armv6 chipsets

对于armv6芯⽚组优化的应⽤程序 Universal armv6+armv7

(OpenGL ES1.1+2.0)Application supports both armv6 and armv7 chipsets. Note: increases application distribution size

应⽤程序⽀持armv6和armv7芯⽚组。 注意: 将会增加应⽤程序的⼤⼩ armv7Application is optimized for armv7 chipsets. 1st-2nd gen. devices are not supported. There might be additional requirements for this build targetimposed by Apple App Store. Defaults to OpenGL ES 2.0.

对于armv7芯⽚组优化的应⽤程序,不⽀持⼀代和⼆代设备。对于此编译⽬标苹果应⽤商店有可能额外强加要求,默认 OpenGL ES 2.0。Target Resolution ⽬标分辨率Resolution you want to use on your deployed device.(This setting will not have any effect on devices with maximum resolution of 480x320)

你要部署的设备上使⽤的分辨率。(此设置对设备的最⼤分辩率480x320不会有任何影响) Native(Default Device Resolution)

本地(默认设备分辨率)Will use the device native resolution.

将使⽤设备的本地分辨率。 Standard 标准(中低分辨率)

(Medium or Low Resolution)Use the lowest resolution possible (480x320).

尽可能使⽤最低分辨率(480x320)。 HD ⾼清 (最⾼分辨率)

(Highest available resolution)Use the maximum resolution allowed on the device (960x640).

使⽤设备允许最⼤的分辨率 (960x640)。Accelerometer Frequency

加速计频率How often the accelerometer is sampled

加速度计多长时间采样 Disabled 禁⽤Accelerometer is not sampled 加速计不采样 15Hz15 samples per second 每秒15次 30Hz30 samples per second 每秒30次 60Hz60 samples per second 每秒60次 100Hz100 samples per second 每秒100次Override iPod Music

覆盖iPod⾳乐If selected application will silence user's iPod music. Otherwise user's iPod music will continue playing in the background.

如果选择,应⽤程序将⽤户的iPod⾳乐静⾳。否则,⽤户的iPod⾳乐将会继续在后台播放。UI Requires Persistent WiFi

⽤户界⾯需要持久WiFi链接Specifies whether the application requires a Wi-Fi connection. iOS maintains the active Wi-Fi connection open while the application is running.

指定应⽤程序是否需要Wi-Fi连接,当应⽤程序运⾏,iOS提供可⽤Wi-Fi连接。Exit on Suspend

退出后挂起Specifies whether the application should quit when suspended to background on iOS versions that support multitasking.

指定应⽤程序是否应退出后在后台挂起,需IOS版本⽀持多任务。Optimization优化Api Compatibility Level

API兼容性级别Specifies active .NET API profile

指定可⽤的 .NET API 设定档.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes

Net 2.0 库. 最⼤的.net 兼容性,最⼤⽂件⼤⼩.Net 2.0 Subset

.Net 2.0⼦集Subset of full .net compatibility, smaller file sizes

完整的⼦集 .net 兼容性,较⼩的⽂件⼤⼩AOT compilation options

AOT编译器选项Additional AOT compiler options.

额外的AOT编译器选项。SDK Version

SDK版本Specifies iPhone OS SDK version to use for building in Xcode

指定在Xcode中编译时所⽤的iPhone系统的SDK版本 iOS 4.0iOS SDK 4.0. iOS Simulator 4.0iOS Simulator 4.0. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.

iOS 模拟器 4.0,对于这个SDK版本编译的应⽤程序,只能够从SDK4的模拟器上运⾏。 iOS 4.1iOS 4.1. iOS Simulator 4.1iOS Simulator 4.1. Application built for this version of SDK will be able to run only on Simulator from the

iOS 模拟器 4.1,对于这个SDK版本编译的应⽤程序,只能够从SDK 4.x的模拟器上运⾏。 iOS 4.2iOS 4.2. iOS Simulator 4.2iOS Simulator 4.2. Application built for this version of SDK will be able to run only on Simulator from the

iOS 模拟器 4.2,对于这个SDK版本编译的应⽤程序,只能够从SDK 4.x的模拟器上运⾏。 iOS 4.3iOS 4.3. iOS Simulator 4.3iOS Simulator 4.3. Application built for this version of SDK will be able to run only on Simulator from the

iOS 模拟器 4.3,对于这个SDK版本编译的应⽤程序,只能够从SDK 4.x的模拟器上运⾏。 iOS 5.0iOS 5.0 iOS Simulator 5.0iOS Simulator 5.0. Application built for this version of SDK will be able to run only on Simulator from the

iOS 模拟器 5.0,对于这个SDK版本编译的应⽤程序,只能够从SDK 5.x的模拟器上运⾏。 iOS latest 最新的iOSLatest available iOS SDK. Available since iOS SDK 4.2. (default value)

最新可⽤的iOS SDK, ⾃iOS SDK 4.2以后可⽤ (默认值) iOS Simulator latest

最新的iOS模拟器Latest available iOS Simulator SDK. Available since iOS SDK 4.2.

最新可⽤的iOS模拟器 SDK,⾃iOS SDK 4.2以后可⽤。 Unknown 未知iOS SDK version is not managed by Unity Editor.

iOS SDK version 没有被Unity托管。Target iOS Version

⽬标IOS版本Specifies lowest iOS version where final application will able to run

指定最终应⽤程序将能运⾏的最低IOS版本。 3.0iPhone OS 3.0. (default value) 3.1iPhone OS 3.1. 3.1.2iPhone OS 3.1.2. 3.1.3iPhone OS 3.1.3. 3.2iPhone OS 3.2. 4.0iPhone OS 4.0. 4.1iPhone OS 4.1. 4.2iPhone OS 4.2. 4.3iPhone OS 4.3. 5.0iPhone OS 5.0 Unknown 未知iPhone OS SDK version is not managed by Unity Editor.

iPhone系统的SDK版本,未被Unity编辑器托管。Stripping Level (Pro-only feature)

剥离级别(专业版功能)Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)

可选剥离脚本功能,来减少构建播放器⼤⼩(此设置与iOS和Andriod平台共享) Disabled 禁⽤No reduction is done. 不减少。 Strip Assemblies 剥离程序集Level 1 size reduction. 1级⼤⼩减少。 Strip ByteCode 剥离字符集Level 2 size reduction (includes reductions from Level 1).

2级⼤⼩减少。(包含1级⼤⼩减少。) Use micro mscorlibLevel 3 size reduction (includes reductions from Levels 1 and 2).

3级⼤⼩减少。(包含1级和2级⼤⼩减少。)Script Call Optimization

脚本调⽤优化Optionally disable exception handling for a speed boost at runtime

可选择禁⽤异常处理,⽤于运⾏时的速度提升。 Slow and Safe 缓慢⽽安全Full exception handling will occur with some performance impact on the device

处理全部异常将发⽣⼀些对设备性能的影响。 Fast but no Exceptions

快但⽆异常处理No data provided for exceptions on the device, but the game will run faster

对于设备异常不提供数据,但是游戏运⾏会更快。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 sureto 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。(四)AndroidResolution And Presentation 分辨率和描述Resolution and presentation为你的Android编译项⽬.Resolution分辨率Default Orientation 默认⽅向(This setting is shared between iOS and Android devices)

(此设置在IOS和Android设备中共享)Portrait 纵向The device is in portrait mode, with the device held upright and the home button at the bottom. 设备为纵向模式,设备垂直⼿持并home键在底部。Portrait Upside Down 纵向倒置The device is in portrait mode but upside down, with the device held upright and the home button at the top (only available with Android OS 2.3 andlater).

设备为纵向倒置模式,设备垂直⼿持并home键在顶部。 (仅Android OS 2.3和以后可⽤)Landscape Right 右横向The device is in landscape mode, with the device held upright and the home button on the leftside (only available with Android OS 2.3 and later).

设备为横向模式,设备垂直⼿持并且home键在左边。(仅Android OS 2.3和以后可⽤)Landscape Left 左横向The device is in landscape mode, with the device held upright and the home button on the rightside.

设备为横向模式,设备垂直⼿持并且home键在右边。Use 32-bit Display Buffer

使⽤32位显⽰缓冲器Specifies if Display Buffer should be created to hold 32-bit color values (16-bit by default). Use it if you see banding, or need alpha in yourImageEffects, as they will create RTs in same format as Display Buffer. Not supported on devices running pre-Gingerbread OS (will be forced to 16-bit).

如果显⽰缓冲器被创建持有32位颜⾊值时指定(默认16位)。如果你看到条带或你的图像效果需要alpha时使⽤,将以相同的格式创建TRs作为显⽰缓冲器。在运⾏pre-Gingerbread操作系统的设备不⽀持(将强制为16位)。Use 24-bit Depth Buffer

使⽤24位深度缓冲器If set Depth Buffer will be created to hold (at least) 24-bit depth values. Use it only if you see 'z-fighting' or other artifacts, as it may have performanceimplications.

如果深度缓冲器被创建持有24位深度值时设置。仅在你看到z-fighting或其他斑迹时使⽤,因为它可能影响性能。Icon 图标Different icons that your project will have when built 你的项⽬编译时的默认图标.Override for Android

覆盖图标Check if you want to assign a custom icon you would like to be used for your Android game. Different sizes of the icon should fill in the squares below.如果你想为你的Andriod游戏⾃定义⼀个图标,请勾选。对应不同尺⼨的图⽚填⼊⽅框中。SplashImage 开机画⾯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.Mobile Splash Screen ⼿机开机画⾯

(Pro-only feature)Specifies texture which should be used by the iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)指定⽤于iOS开机画⾯的纹理,标准开机画⾯的尺⼨为320x480。(该项与Android 和 iOS共享)Splash Scaling 开机画⾯缩放Specifies how will be the splash image scaling on the device.

指定开机画⾯将如何缩放。Other Settings 其他设置Rendering渲染Static Batching 静态批处理Set this to use Static batching on your build (Activated by default). Pro-only feature.

设置使⽤Static batching编译(默认激活的)。仅专业版功能Dynamic Batching 动态批处理Set this to use Dynamic Batching on your build (Activated by default).

设置使⽤Dynamic batching编译(默认激活的)。Identification标识符Bundle Identifier 包标识符The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)

从苹果开发者⽹络帐户在你的证书中使⽤的字符串。(这个与iOS 和 Android共享)Bundle Version 包版本Specifies the build version number of the bundle, which identifies an iteration (released or unreleased) of the bundle. This is a monotonicallyincreased string, comprised of one or more period-separated(This is shared between iOS and Android)

指定该包的版本号,包的迭代版本号(发布或未发布的)。这是单⼀性的增加字符串,由⼀个或多个句点分割。 (这个与iOS 和 Android共享)Bundle Version Code 包版本代码An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicatingmore recent versions. This is not the version number shown to users; that number is set by the versionName attribute. The value must be set as aninteger, such as "100". You can define it however you want, as long as each successive version has a higher number. For example, it could be a buildnumber. Or you could translate a version number in "x.y" format to an integer by encoding the "x" and "y" separately in the lower and upper 16 you could simply increase the number by one each time a new version is released.

内部版本号。这个数字仅⽤于确定⼀个版本⽐另外的版本是否最新,较⾼的数字表⽰是更新的版本。这不是显⽰给⽤户的版本号;此数字是由versionName属性设置。该值必须设置为⼀个整数,例如100。你可以⾃定义,只要每个后续版本有更⼤的数字。例如,它可以是内部版本号。或者你可以转换在"X.Y"格式的版本号为整数,通过编码的"X"和"Y"分别上下限为16位。或者在每次新版本发布时,简单的增加数值。Configuration配置Device Filter 设备筛选器Specifies the target architecture you are going to build for.

指定你要建⽴的⽬标架构。 ARMv7 onlyApplication optimized for ARMv7 CPU architecture. It will also enable correct Android Market device filtering, thus recommended for publishing to theAndroid Market (only devices supporting Unity Android will list the application on the Android Market).

对于ARMv7 CPU 架构优化的应⽤程序。 这样将启⽤Android Market的设备过滤,因此,建议发布到Android Market(仅设备⽀持Unity Android 在Android Market列出的应⽤程序)。 ARMv6 with VFPApplication optimized for ARMv6 CPU architecture (requires VFP support). Use runtime detection of hardware capabilities rather than relying on theAndroid Market filtering mechanism. It means the application when published to the Android Market will be visible also to devices not supporting UnityAndroid. Obviously this is not recommended, especially for paid applications (though can be combined with other means of filtering instead, likeOpenGLES version).

对于ARMv6 CPU 架构优化的应⽤程序(需要VFP⽀持)。 使⽤硬件功能的运⾏检测⽽不是依靠Android电⼦市场的过滤机制。这意味着发布到Android电⼦市场的也将可见,但不⽀持Unity Andriod设备,显然这是不推荐的,特别是对于⽀付应⽤(但可以结合其他⼿段过滤,像OpenGLES版本)。 x86Application compiled for the Intel x86 CPU architecture

对于Intel x86 CPU架构编译的应⽤程序。Graphics Level 图形级别Select either ES 1.1 ('fixed function') or ES 2.0 ('shader based') Open GL level. When using the AVD (emulator) only ES 1.x is supported.

选择ES 1.1 ('fixed function') 或 ES 2.0 ('shader based') Open GL级别。当使⽤AVD(模拟器)仅⽀持ES 1.x。Install Location

安装位置

Specifies application install location on the device (for detailed information, please refer to ).

指定设备上的应⽤程序的安装位置更多信息参考。 Automatic ⾃动Let OS decide. User will be able to move the app back and forth.

让操作系统决定。⽤户将能够来回移动应⽤程序。 Prefer External 偏好外部Install app to external storage (SD-Card) if possible. OS does not guarantee that will be possible; if not, the app will be installed to internal memory.

如果可能,应⽤程序安装到外部储存(SD卡)。操作系统不保证可能,如果不,应⽤程序将被安装到内部储存器。 Force Internal 强制内部Force app to be installed into internal memory. User will be unable to move the app to external storage.

强制应⽤程序安装到内部存储器。 ⽤户将不能移动应⽤程序到外部储存器。Internet Access 因特⽹访问When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.

如果设置所需,将启⽤⽹络权限,即使你的脚本没有使⽤这个。开发版⾃动启⽤。Write Access 写⼊访问When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.

当设置为外部(SD卡),将启⽤写⼊访问到外部储存器,如SD卡。开发版⾃动启⽤。Optimization优化Api Compatibility Level

Api 兼容级别Specifies active .NET API profile

指定可⽤的.NE API 设定档 .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes

.NET 2.0库, 最⼤.net兼容性,最⼤的⽂件⼤⼩。 .Net 2.0 Subset ⼦集Subset of full .net compatibility, smaller file sizes

完整的⼦集 .net 兼容性,较⼩的⽂件⼤⼩Stripping Level (Pro-only feature)

剥离级别(仅专业版功能)Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)

可选剥离脚本功能,来减少构建播放器⼤⼩(此设置与iOS和Andriod平台共享) Disabled 禁⽤No reduction is done. 不减少 Strip Assemblies 剥离程序集Level 1 size reduction. 1级⼤⼩减少。 Strip ByteCode (iOS only)

剥离字节码(iOS)Level 2 size reduction (includes reductions from Level 1).

2级⼤⼩减少。(包含1级⼤⼩减少。) Use micro mscorlibLevel 3 size reduction (includes reductions from Levels 1 and 2).

3级⼤⼩减少。(包含1级和2级⼤⼩减少。)Enable "logcat" profiler

启⽤logcat分析器Enable this if you want to get feedback from your device while testing your projects. So adb logcat prints logs from the device to the console (onlyavailable in development builds).

如果你想从设备获得反馈同时测试项⽬,启⽤此项。因此从设备adb logcat打印⽇志到控制台(仅在开发版可⽤)。Publishing Settings 发布设置Publishing settings for Android MarketAndriod电⼦市场的发布设置Keystore密钥库 Use Existing Keystore 使⽤现有密钥库

Create New Keystore 创建新密钥库Use this to choose whether to create a new Keystore or use an existing one.

选择是否创建新的密钥库或是使⽤现有的。 Browse Keystore 浏览密钥Lets you select an existing Keystore. 选择已有的密钥库 Keystore password 密钥库密码Password for the Keystore. 密钥库密码 Confirm password 确认密码Password confirmation, only enabled if the Create New Keystore option is chosen.

确认密码,仅当Create New Keystore选项被选择时启⽤Key密钥 Alias 别名Key alias 密钥别名 Password 密码Password for key alias 密钥别名密码Android Market Licensing (LVL)Android电⼦市场的授权 Public Key 公共密钥The public key provided by the .

所提供的公共密钥。Note that for security reasons, Unity will save neither the keystore password nor the key password. Also, note that the signing must be donefrom 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。FlashResolution And Presentation 分辨率和外观Resolution分辨率Default Screen Width

默认屏幕宽度Screen Width the player will be generated with.

播放器将⽣成的屏幕宽度Default Screen Height

默认屏幕⾼度Screen Height the plater will be generated with.

播放器将⽣成的屏幕⾼度Other Settings 其他设置Optimization优化Stripping 剥离Bytecode can optionally be stripped during the build.

在编译期间可选字节码剥离。DetailsDesktopThe Player Settings window is where many technical preference defaults are set. See also where the different graphics quality levels canbe set up.播放器设置窗⼝其中有许多技术性⾸选项默认设置。参见那⾥可设置不同的图形质量等级。Publishing a web player 发布⽹络播放器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 filelater.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 inthe 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。Customizing your Resolution Dialog ⾃定义分辨率对话框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 imagesize 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。Publishing to Mac App Store 发布到苹果应⽤商店Use Player Log enables writing a log file with debugging information. This is useful to find out what happened if there are problems withyour game. When publishing games for Apple's Mac App Store, it is recommended to turn this off, because Apple may reject yoursubmission otherwise. See 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 containsa valid receipt from the Mac App Store. Use this when submitting games to Apple for publishing on the App Store. This prevents peoplefrom running the game on any computer then the one it was purchased on. Note that this feature does not implement any strong copyprotection. In particular, any potential crack against one Unity game would work against any other Unity content. For this reason, it isrecommended that you implement your own receipt validation code on top of this using Unity's plugin feature. However, since Applerequires plugin validation to initially happen before showing the screen setup dialog, you should still enable this check, or Apple mightreject 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。iOSBundle Identifier 包标识符The Bundle Identifier string must match the provisioning profile of the game you are building. The basic structure of the me. This structure may vary internationally based on where you live, so always default to the stringprovided to you by Apple for your Developer Account. Your GameName is set up in your provisioning certificates, that are manageable fromthe Apple iPhone Developer Center website. Please refer to the for more information on how this is Identifier必须匹配构建游戏时的配置⽂件。标识符的基本结构是me。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。请参考了解更新信息。Stripping Level (Pro-only) 剥离级别(仅专业版)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 iOSdevices. If your game is using classes that would normally be stripped out by the option you currently have selected, you'll be presentedwith 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。Script Call Optimization 脚本调⽤优化A good development practice on iOS is to never rely on exception handling (either internally or through the use of try/catch blocks). Whenusing the default Slow and Safe option, any exceptions that occur on the device will be caught and a stack trace will be provided. Whenusing the Fast but no Exceptions option, any exceptions that occur will crash the game, and no stack trace will be provided. However, thegame will run faster since the processor is not diverting power to handle exceptions. When releasing your game to the world, it's best topublish 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。AndroidBundle Identifier 包标识符The Bundle Identifier string is the unique name of your application when published to the Android Market and installed on the device. Thebasic structure of the identifier is me, and can be chosen arbitrarily. In Unity this field is shared with the iOSPlayer 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me。在Unity为⽅便起见,该字段与iOS Player Settings共享。Stripping Level (Pro-only) 剥离级别(仅专业版)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 builtplayer 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。更多

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