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...