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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects FREE CHAPTER 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Generating and Debugging an Executable

So, we have reached a point where the game is in good enough shape to test it with real people. The problem is that we can’t pretend people will install Unity, open a project, and hit Play. They want to receive a nice executable file to double-click and play right away. In this chapter, we are going to discuss how we can convert our project into an easy-to-share executable format, seeing how to do that in the first section, and then in the second section, we will see how to apply the profiling and debugging techniques learned in Chapter 18, Scene Performance Optimization, but this time on the build. After reading this chapter, you will be able to detect potential performance bottlenecks and how to tackle the most common ones, leading to an increase in your game’s framerate.

In this chapter, we will examine the following build concepts:

  • Building a project
  • Debugging the build

Let’s start by seeing...

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