I have just started using Unity3d for creating 3d and 2d games for the Windows operating system. So, I learnt the basics and created a simple maze game. When I exported the game for Windows operating system in a folder named Output it created a executable file in that folder and a Data folder. The Data folder contained many files, folders, dlls, etc. But don't want those all files to come there. Is there a way so that I can export the complete game as a executable or manage the structure of the dependencies on my own? If this not possible then are there any more game engines which will allow me to do this, as I have seen many games having such directory structure.
Another problem that I found was that when I ran the game it first opened a configuration window asking me for the resolution in which I wanted to run the game and other settings. But I don't my game to have that kind of pop-up when I publish it.
So, is there any way that can help me structure my dependencies and remove the configuration window. If you know the answer of any one of these questions then please answer.
Thanks, in advance.
Is there a way so that I can export the complete game as a executable
or manage the structure of the dependencies on my own?
As far as I know, you cannot configure how a Unity app is built.
You could try using a packager application that takes the build directory and generates a single executable file, as described in this question: https://superuser.com/questions/749447/creating-a-single-file-executable-from-a-directory-in-windows . Beware that not every application can be packaged this way, in particular I don't know if these tools work well with Unity applications.
remove the configuration window
You can avoid the configuration window using Build Settings -> Player Settings -> Resolution and Presentation -> Display resolution dialog: enable/disable . Check he following question: http://answers.unity3d.com/questions/134444/is-it-possible.html .
Unity also will show a startup screen, which you can customize or remove if you are using the Pro version.
Related
The built in file browser is not easy to used especially in situation where a directory has a lot of subdirectories
Dropping and dragging is unnatural and not productive for me. Why do we need to use 2 tools for 1 job anyway? Isn't Windows Explorer alon already more than capable for that job?
Add ide.win.file.chooser.native=true in Help | Edit Custom Properties and restart the IDE.
Note that you may have various issues with the native file chooser dialog and we don't recommend using it.
I'm creating a RN app that is meant to be some kind of wrapper. It should have multiple targets (like in Xcode) and all its content (images, text, etc.) should be target dependent. Unfortunately, I cannot find any useful informations about how to achieve this without opening Xcode or Android Studio project and create those targets manually (like here). Is there any other solutions for this?
I was still struggling with described problem but I finally found a solution. It's not easy, needs writing a bit of boilerplate code and looks more like a workaround but I hope it will help someone in the future. What I did is I have completed my wrapper app with the resources for one of my targets so I can have visual effect. In the project's root directory I've created a folder with subfolders for each target. Inside each I have put files (images, source code files, other assets) that are target-dependent. Then I've created bash script that takes one argument - target's name. Based on it, it replaces all the target-dependent files from target's subfolder to the original file's destination in the project structure. In this proces all meta-data informations are also replaced so after firing .sh file I can build the app and upload it to both stores. It's really time consuming to create all these apps separately and publish them and it's maybe not the best solution, but at least it works!
On android, you can edit build.gradle files, java or properties, without having to launch Android Studio (which simply uses Gradle)
You can build different type flavours by only changing app/build.gradle
On iOS, that's another story. Project file (.pbxproj) is a mess,and other Workspace/Scheme files are not easy to read or script. So XCode is the way to Go.
I tried to have dynamic target & Info.plist, there are tools to script that like PlistBuddy
in the end, I saw there are many ways to launch a React Native app for developpers. Some prefer the command line, and only VSCode.
Others want to play with native IDE.
By the way, native IDEs are VERY useful.
e.g. : you want to fine-tune your application performance, using XCode view hierarchy debugger or android Studio Layout Inspector (and be sure you don't use to many views), or use any other performance tools these IDEs offer...
In the end, I used react-native-config along with multiple almost similar configs (Info.plist < target < Scheme for each), here's a post giving an overview of the setup.
I am not a Mac owner and am putting myself through a crash course to get up to speed (e.g., reading "Switching to the Mac"), to give you an indication of my current level of understanding. The access I have to a physical Mac is limited, so I am trying to connect as many dots as possible before my next session with my friend's computer.
I have: a file folder containing all resources needed for a self-contained application written with Java (OpenJDK 11, JavaFX 11). The JLINK tool was successfully used to create this file folder, and it holds all necessary Java libraries as well as the code I wrote for the application. The executable resides in a subfolder: /bin. The program runs perfectly well on the Mac when the executable is run.
I want: something that is easy to download, install and run.
I'm unclear about what needs to be done to get this. The road map seems to have two main steps:
the file folder needs to be converted into something that responds as if it were an application (e.g., a Bundle? or an .app?)
the resulting folder-as-executable can be shipped via either .dmg or .pkg
For the second part, I've researched and found tools such as Packages or create-dmg. It seems to me these tools are pretty straightforward and shouldn't be too difficult to learn to use. (Just have to pick one or the other or something similar.)
For the first part, I'm on shaky conceptual ground. I've found info about Bundles, but no tutorials, walk-throughs or examples. It looks like a key step is understanding how to make a proper Info.plist file, but doing this properly looks tricky. Also, I'm not clear on how the resulting Bundle will become an .app file or if it needs to, or if there is another, more direct way to make my file folder be viewed by the OS as an application.
Some hand-holding or references to tutorials or even assurance that I am on the right track (if that is the case) would be much appreciated. Thanks!
The Java Deployment guide from Oracle relies heavily on ANT, but doesn't cover the case of a self-contained, customized JVM via JLINK well enough for me to decipher. So, I've taken the approach of trying to learn/understand the necessary steps using command-line commands.
While creating a Bundle is certainly an option, there is an easier way.
Step one is to make an .app manually. An answer to this question: "How to make a Mac OS X .app with a shell script?" goes over the basic steps. The Java file system that results from jlinking has a folder /bin in which there is a bash file that runs the program. This file should be moved to the outermost folder, and it should be named the desired name of the application. The bash file itself will have to be edited and "/bin" added to the address in last command so that the executable will be found. In addition, the folder itself will have to be renamed to be the same as the bash file, but with .app added as an extension.
The next thing I wanted to have was a custom icon. The question "Include icon in manually created app bundle" shows how to do this.
For the next step I made use of the program "Packages". I'm a bit confused about where I downloaded this from (there seem to be multiple sites), but here is a link to the manual. This tool allowed me to create a .pkg file that, when executed, installs my .app in the Applications folder. Then I compressing the .pkg file (to .zip) and made it available at a URL for downloading.
I've had a friend do a test download and install, and the program works!
This isn't meant to be a complete tutorial, and there are a few steps more that I want to figure out pertaining to sandboxing and sealing, but I believe this is a reasonable roadmap that can be used for simpler jlinked Java applications for Mac distribution.
I involved with the development of an application that is intended to deploy on multiple desktop system including the Macintosh.
Our team decided we would like to a drag and drop installation for the Macintosh. However, the application is intended to ship with other content besides the application itself such as example files.
Originally these files were placed in the application bundle, however this was discovered to be problematic as the cross platform libraries used for the user interface will not allow someone to access the contents in the bundle. Also force users to have to dive into a bundle to find content does not offer a great user experience.
To that end, we decided to pull these examples file and what not out of the bundle and place them in a separated folder that lived along side the application bundle. To make sure everything including the examples and the application were copied together during the drag and drop installation, a new top level folder was created that contained everything to be copied.
The problem that now exists is that whereby when originally just the application bundle was copied over to the system, the copying of this top level folder does not cause file associations for the application to occur automatically.
What can be done to associate an application with certain files when someone installs by dragging a folder contain the application bundle?
I suggest you to deliver it separately in one dmg. So your dmg structure will look like next:
MyApp -> Applications
MyApp Examples -> Application Support
Simple, user-friendly, no problems with association.
Actually it looks like the file association is working after all. Someone reported a defect against the installation not making the associations. However, I just tested the installation on a clean system and copying over the folder does seem to make the associations.
I've been through the Windows and Mac video tutorials on the FireBreath (FB) website, through all the documentation and even seen the ActiveX example that a person has provided.
It's been an entire week, but I still can't understand how to create a new project in FB. The only thing explained on the website is how to get the FB sln compiled, where the PluginTest example is already coded. Even for the ActiveX example, only the code is given. It isn't explained as to how they created the project.
So how do I create a new project in FB? Should I just take the existing FB sln file and create a new empty project in it? How do I know what classes I should add to the project? How do I edit cmakeLists.txt to recognize my project? How does running prep2010.cmd make my newly added project compile?
If I need to create a wrapper for my ActiveX, how do I go about creating that project in Windows?
If you have been through the windows video tutorials and didn't see how to create a new project then you were obviously not paying attention. The first video tutorial on both windows and mac tells you how to use fbgen to create a new project.
To get text instructions, you can find them fairly easily:
Go to http://firebreath.org and click on "Getting Started". Scroll down to "Creating a new plugin project" and click on the link.
Either method will walk you through essentially the following steps:
1) Install cmake, visual studio, and python (if you don't have any of them)
2) Get FireBreath (the video tutorials suggest using git; I made the tutorials, so you can guess my suggested method).
3) Run fbgen.py with python and follow the steps.
Congratulations! You have now created a new plugin project!
To build it, you'll need to run the prep script appropriate for your platform and then open the build/FireBreath.(sln | xcodeproj) file in (visual studio | xcode). Note that this differs a bit depending on whether you're on Windows or Mac.
The prep script (such as prep2010.cmd) does not make your project compile; instead it uses cmake to generate the project files for that project for your computer which can then be used to build the project, as explained in the pages linked above. You should never modify anything in the build directory directly, instead you should modify the CMakeLists.txt file in your project directory or if you have platform-specific changes you need to make you can modify Win/projectDef.cmake and Mac/projectDef.cmake.
FireBreath.org is a wiki, so feel free to help us make these things easier to find; as you can see from the links all of the information is there. To me it seems easy to find, so obviously I'm not a good one to try to fix the problem (since I can't see it).
As for making an ActiveX wrapper, there is an example of doing this but it's not really something that is just "easy to do". FireBreath does not in any way attempt to make this a simple thing to do -- that's not the purpose of FireBreath. FireBreath is simply a framework for creating browser plugins; if you want your plugin to act as an activex wrapper you'll have to implement all of the activex for containing your control yourself.
Hopefully that's enough information to get you started. If you are confused, please go read those links. If you're still confused, read them again -- all of this information is there. If you're still confused, come ask in the FireBreath chat room on IRC and I'll try to help you figure it out.