Player Settings is where you define various parameters (platform specific) for the final game that you will build in Unity. Some of these values for example are used in the Resolution Dialog that launches when you open a standalone game, others are used by XCode when building your game for the iOS devices, so it's important to fill them out correctly.html
播放器設置是將在Unity中編譯最終遊戲時定義的各類參數(特定平臺)的地方。當打開獨立版遊戲,啓動時例如使用在分辨率對話框的這些值,當編譯iOS設備遊戲時,使用於Xcode的一些值,所以,正確地填寫它們是十分重要的。android
To see the Player Settings choose Edit->Project Settings->Player from the menu bar.ios
從菜單欄查看播放器設置,選擇 Edit->Project Settings->Playerweb
Global Settings that apply to any project you create.
將應用於全部項目的全局設置安全
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Cross-Platform Properties
跨平臺特性
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Company Name 公司名稱
The name of your company. This is used to locate the preferences file.
您的公司名稱, 這是用來設置參數文件。
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Product Name 產品名稱
The name that will appear on the menu bar when your game is running and is used to locate the preferences file also.
當遊戲運行時,這個名字將出如今菜單欄。而且也被使用來設置參數文件。
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Default Icon 默認圖標
Default icon the application will have on every platform (You can override this later for platform specific needs).
將應用於每個平臺的默認圖標(特定平臺須要之後還能夠覆蓋這個)。
Per-Platform Settings 各平臺設置
Desktop
Web-Player Web播放器
Resolution And Presentation 分辨率和描述
-
Resolution
分辨率
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Default Screen Width
默認屏幕寬度
Screen Width the player will be generated with.
播放器將生成的屏幕寬度。
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Default Screen Height
默認屏幕高度
Screen Height the player will be generated with.
播放器將生成的屏幕高度。
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Run in background
後臺運行
Check this if you dont want to stop executing your game if the player looses focus.
若是不想在播放器失去焦點時中止運行遊戲,請勾選此項。
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WebPlayer Template
網絡播放器模板
Icon 圖標
Icons don't have any meaning for most webplayer builds but they are needed for Native Client builds used as Chrome applications. You can set these icons here.網絡
圖標對於大多數Web播放器沒有任何意義,可是在編譯Chrome應用的本地客戶端時須要使用,你能夠在這裏設置這些圖標。架構
Other Settings 其餘設置
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Rendering
渲染
-
Rendering Path 渲染路徑
This property is shared between Standalone and WebPlayer content.
此屬性是在單機版和Web版二者共享的。
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Vertex Lit 頂點光照
Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
最低光照保真,不支持陰影,最好用於老機器或受限的手機平臺。
-
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,有限的支持陰影。
-
Deferred Lighting
延時光照
Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
最好的支持光照和陰影特性,但須要必定程度的硬件支持。最好有許多實時光照時使用。Untiy專業版功能。
-
Color Space 色彩空間
The color space to be used for rendering 用於渲染的色彩空間
-
GammaSpace Rendering
伽馬空間渲染
Rendering is gamma-corrected
伽馬校訂渲染
-
Linear Rendering
線性渲染
Rendering is done in linear space
在線性空間渲染
-
Hardware Sampling
硬件採樣
-
Static Batching
靜態批處理
Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
編譯時設置使用靜態批處理(在Web播放器中默認無效)。 Unity 專業版功能 。
-
Dynamic Batching
動態批處理
Set this to use Dynamic Batching on your build (Activated by default).
編譯時設置使用動態批處理(默認激活)。
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Streaming
流處理
-
First Streamed Level
首先流處理的關卡
If you are publishing a Streamed Web Player, this is the index of the first level that will have access to all Resources.Load assets.
若是你想發佈流媒體網絡播放器, 這是第一個關卡的索引,它將訪問全部Resources.Load加載的資源。
Standalone 單機
Resolution And Presentation 分辨率和描述
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Resolution
分辨率
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Default Screen Width
默認屏幕寬度
Screen Width the stand alone game will be using by default.
單機遊戲默認的屏幕寬度。
-
Default Screen Height
默認屏幕高度
Screen Height the plater will be using by default.
單機遊戲默認的屏幕高度。
-
Run in background
後臺運行
Check this if you dont want to stop executing your game if it looses focus.
若是你不想在遊戲失去焦點時中止遊戲,請勾選此項。
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Standalone Player Options
單機遊戲播放器選項
-
Default is Full Screen
默認爲全屏
Check this if you want to start your game by default in full screen mode.
若是你想開始遊戲後默認全屏模式,勾選此項。
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Capture Single Screen
捕獲單屏
If enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.
若是開啓,在全屏模式下單機遊戲不會在多顯示器設置的第二顯示器變暗。
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DisplayResolution Dialog
顯示分辨率對話框
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Disabled 禁用
No resolution dialog will appear when starting the game.
在遊戲開始時,不顯示分辨率對話框。
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Enabled 啓用
Resolution dialog will always appear when the game is launched.
在遊戲開始時,顯示分辨率對話框。
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Hidden by default 默認隱藏
The resolution player is possible to be opened only if you have pressed the "alt" key when starting the game.
在遊戲開始時按「alt」鍵才能打開分辨率對話框。
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Use Player Log 使用播放器日誌
Write a log file with debugging information.
寫入帶有調試信息的日誌。
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Mac App Store Validation
Mac應用商店驗證
Enable receipt validation for the Mac App Store.
開啓Mac應用商店驗證。
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Supported Aspect Ratios
支持的長寬比
Aspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.
可選長寬比,在分辨率對話框將提供顯示器支持的分辨率。
Icon 圖標
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Override for Standalone
覆蓋圖標
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 squares below.
若是你想自定義單機遊戲的圖標,請勾選。對應不一樣大小的圖標填入方框。
Splash Image 開機畫面
Other Settings 其餘設置
-
Rendering
渲染
-
Rendering Path 渲染路徑
This property is shared between Standalone and WebPlayer content.
此屬性是在單機版和Web版二者共享的。
-
Vertex Lit 頂點光照
Lowest lighting fidelity, no shadows support. Best used on old machines or limited mobile platforms.
最低光照保真,不支持陰影,最好用於老機器或受限的手機平臺。
-
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,有限的支持陰影。
-
Deferred Lighting
延時光照
Best support for lighting and shadowing features, but requires certain level of hardware support. Best used if you have many realtime lights. Unity Pro only.
最好的支持光照和陰影特性,但須要必定程度的硬件支持。最好有許多實時光照時使用。Untiy專業版功能。
-
Color Space 色彩空間
The color space to be used for rendering 用於渲染的色彩空間
-
GammaSpace Rendering
伽馬空間渲染
Rendering is gamma-corrected
伽馬校訂渲染
-
Linear Rendering 線性渲染
Rendering is done in linear space
在線性空間渲染
-
Hardware Sampling
硬件採樣
-
Static Batching 靜態批處理
Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.
編譯時設置使用靜態批處理(在Web播放器中默認無效)。 Unity 專業版功能 。
-
Dynamic Batching 動態批處理
Set this to use Dynamic Batching on your build (Activated by default).
編譯時設置使用動態批處理(默認激活)。
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API Compatibility Level
API兼容性級別
-
.Net 2.0
.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.Net 2.0 庫。 最大.net 兼容性, 最大文件大小。
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.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,較小的文件大小。
iOS
Resolution And Presentation 分辨率和描述
-
Resolution
分辨率
-
Default Orientation 默認方向
(This setting is shared between iOS and Android devices)
(此項在IOS和Android設備共享)
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Portrait 縱向
The device is in portrait mode, with the device held upright and the home button at the bottom.
設備爲縱向模式,設備垂直手持並home鍵在底部。
-
Portrait Upside Down (iOS Only)
縱向倒置 (僅iOS)
The device is in portrait mode but upside down, with the device held upright and the home button at the top.
設備爲縱向倒置模式,設備垂直手持並home鍵在頂部。
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Landscape Right (iOS Only)
右橫向 (僅iOS)
The device is in landscape mode, with the device held upright and the home button on the leftside.
設備爲橫向模式,設備垂直手持而且home鍵在左邊。
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Landscape Left
左橫向
The device is in landscape mode, with the device held upright and the home button on the rightside.
設備爲橫向模式,設備垂直手持而且home鍵在右邊。
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Auto Rotation 自動旋轉
The screen orientation is automatically set based on the physical device orientation.
基於設備物理設備方向,自動設置屏幕方向。
-
Auto Rotation settings
自動旋轉設置
-
Use Animated Autorotation
使用帶動畫的自動旋轉
When checked, orientation change is animated. This only applies when Default orientation is set to Auto Rotation.
當勾選,改變方向將帶有動畫效果。這僅適用於默認方向設置爲自動旋轉時。
-
Allowed Orientations for Auto Rotation
容許方向爲自動旋轉
-
Portrait 縱向
When checked, portrait orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
當勾選,容許縱向,這僅適用於默認方向設置爲自動旋轉時。
-
Portrait Upside Down
縱向且上下顛倒
When checked, portrait upside down orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
當勾選,容許縱向倒置,這僅適用於默認方向設置爲自動旋轉時。
-
Landscape Right
右橫向
When checked, landscape right (home button on the left side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
當勾選,右容許橫向(home 鍵左邊)這僅適用於默認方向設置爲自動旋轉時。
-
Landscape Left
左橫向
When checked, landscape left (home button is on the right side) orientation is allowed. This only applies when Default orientation is set to Auto Rotation.
當勾選,容許左橫向(home 鍵右邊)這僅適用於默認方向設置爲自動旋轉時。
-
Status Bar
狀態欄
-
Status Bar Hidden 隱藏狀態欄
Specifies whether the status bar is initially hidden when the application launches.
當應用啓動時,指定狀態條是否最初隱藏。
-
Status Bar Style 狀態欄樣式
Specifies the style of the status bar as the application launches
當應用啓動時,指定狀態條的樣式。
-
Default
默認
-
Black Translucent
黑色半透明
-
Black Opaque
黑色不透明
-
Use 32-bit Display Buffer
使用32位顯示緩衝器
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 your ImageEffects, as they will create RTs in same format as Display Buffer.
若是顯示緩衝器被建立持有32位顏色值時指定(默認16位)。若是你看到條帶或你的圖像效果須要alpha時使用,將以相同的格式建立TRs做爲顯示緩衝器。在運行pre-Gingerbread操做系統的設備不支持(將強制爲16位)。
-
Show Loading Indicator
顯示加載條
Options for the loading indicator
加載條選項
-
Don't Show 不顯示
No indicator 無加載條
-
White Large 白色大
Indicator shown large and in white 加載條較大,而且爲白色
-
White 白色
Indicator shown at normal size in white 加載條爲正常大小,而且爲白色
-
Gray 灰色
Indicator shown at normal size in gray 加載條爲正常大小,而且爲灰色
Icon 圖標
-
Override for iOS
覆蓋圖標
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 squares below.
若是想爲你的iPhone/iPad遊戲只定義個圖標,請選擇。對應不一樣大小的圖標填入方框中。
-
Prerendered icon 預渲染圖標
If unchecked iOS applies sheen and bevel effects to the application icon.
若是不勾選,iOS應用光澤和斜角效果到應用程序的圖標。
Splash Image 開機畫面
-
Mobile Splash Screen 手機開機畫面
(Pro-only feature)(專業版功能)
Specifies texture which should be used for iOS Splash Screen. Standard Splash Screen size is 320x480.(This is shared between Android and iOS)
指定用於IOS開機畫面紋理。 標準開機畫面的尺寸爲320x480。(此項與Android 和 iOS共享)
-
High Res. iPhone (Pro-only feature)
iphone高分辨率開機畫面(專業版功能)
Specifies texture which should be used for iOS 4th gen device Splash Screen. Splash Screen size is 640x960.
指定用於IOS第四代設備的開機畫面紋理。 開機畫面的尺寸爲640x960。
-
iPad Portrait (Pro-only feature)
iPad縱向(專業版功能)
Specifies texture which should be used as iPad Portrait orientation Splash Screen. Standard Splash Screen size is 768x1024.
指定用於iPad縱向的開機畫面紋理。 標準開機畫面的尺寸爲768x1024。
-
iPad Landscape (Pro-only feature)
iPad橫向(專業版功能)
Specifies texture which should be used as iPad Landscape orientation Splash Screen. Standard Splash Screen size is 1024x768.
指定用於iPad橫向的開機畫面紋理。 標準開機畫面的尺寸爲1024x768。
Other Settings 其它設置
-
Rendering
渲染
-
Static Batching 靜態批處理
Set this to use Static batching on your build (Activated by default). Pro-only feature.
設置使用Static batching編譯(默認激活的)。僅專業版功能
-
Dynamic Batching 動態批處理
Set this to use Dynamic Batching on your build (Activated by default).
設置使用Dynamic batching編譯(默認激活的)。
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Identification
標識符
-
Bundle Identifier 包標識符
The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
從蘋果開發者網絡賬戶在你的證書中使用的字符串。(此項與iOS 和 Android共享)
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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 monotonically increased string, comprised of one or more period-separated
指定該包的版本號,包的迭代版本號(發佈或未發佈的)。這是單一性的增長字符串,由一個或多個句點分割。 (此項與iOS 和 Android共享)
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Configuration
配置
-
Target Device 目標設備
Specifies application target device type. 指定應用程序目標設備類型。
-
iPhone Only
Application is targeted for iPhone devices only.
應用程序目標設備僅爲iPhone。
-
iPad Only
Application is targeted for iPad devices only.
應用程序目標設備僅爲iPad。
-
iPhone + iPad
Application is targeted for both iPad and iPhone devices.
應用程序目標爲iPad and iPhone設備。
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Target Platform 目標平臺
Specifies the target arquitecture you are going to build for.(This setting is shared between iOS and Android Platforms)
指定你將要編譯的目標架構(此項與Android 和 iOS平臺共享)
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armv6 (OpenGL ES1.1)
Application is optimized for armv6 chipsets
對於armv6芯片組優化的應用程序
-
Universal armv6+armv7
(OpenGL ES1.1+2.0)
Application supports both armv6 and armv7 chipsets. Note: increases application distribution size
應用程序支持armv6和armv7芯片組。 注意: 將會增長應用程序的大小
-
armv7
Application is optimized for armv7 chipsets. 1st-2nd gen. devices are not supported. There might be additional requirements for this build target imposed by Apple App Store. Defaults to OpenGL ES 2.0.
對於armv7芯片組優化的應用程序,不支持一代和二代設備。對於此編譯目標蘋果應用商店有可能額外強加要求,默認 OpenGL ES 2.0。
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Target Resolution 目標分辨率
Resolution you want to use on your deployed device.(This setting will not have any effect on devices with maximum resolution of 480x320)
你要部署的設備上使用的分辨率。(此設置對設備的最大分辯率480x320不會有任何影響)
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Native(Default Device Resolution)
本地(默認設備分辨率)
Will use the device native resolution.
將使用設備的本地分辨率。
-
Standard 標準(中低分辨率)
(Medium or Low Resolution)
Use the lowest resolution possible (480x320).
儘量使用最低分辨率(480x320)。
-
HD 高清 (最高分辨率)
(Highest available resolution)
Use the maximum resolution allowed on the device (960x640).
使用設備容許最大的分辨率 (960x640)。
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Accelerometer Frequency
加速計頻率
How often the accelerometer is sampled
加速度計多長時間採樣
-
Disabled 禁用
Accelerometer is not sampled 加速計不採樣
-
15Hz
15 samples per second 每秒15次
-
30Hz
30 samples per second 每秒30次
-
60Hz
60 samples per second 每秒60次
-
100Hz
100 samples per second 每秒100次
-
Override iPod Music
覆蓋iPod音樂
If selected application will silence user's iPod music. Otherwise user's iPod music will continue playing in the background.
若是選擇,應用程序將用戶的iPod音樂靜音。不然,用戶的iPod音樂將會繼續在後臺播放。
-
UI Requires Persistent WiFi
用戶界面須要持久WiFi連接
Specifies whether the application requires a Wi-Fi connection. iOS maintains the active Wi-Fi connection open while the application is running.
指定應用程序是否須要Wi-Fi鏈接,當應用程序運行,iOS提供可用Wi-Fi鏈接。
-
Exit on Suspend
退出後掛起
Specifies whether the application should quit when suspended to background on iOS versions that support multitasking.
指定應用程序是否應退出後在後臺掛起,需IOS版本支持多任務。
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Optimization
優化
-
Api Compatibility Level
API兼容性級別
Specifies active .NET API profile
指定可用的 .NET API 設定檔
-
.Net 2.0
.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
Net 2.0 庫. 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,較小的文件大小
-
AOT compilation options
AOT編譯器選項
Additional AOT compiler options.
額外的AOT編譯器選項。
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SDK Version
SDK版本
Specifies iPhone OS SDK version to use for building in Xcode
指定在Xcode中編譯時所用的iPhone系統的SDK版本
-
iOS 4.0
iOS SDK 4.0.
-
iOS Simulator 4.0
iOS Simulator 4.0. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.
iOS 模擬器 4.0,對於這個SDK版本編譯的應用程序,只可以從SDK4的模擬器上運行。
-
iOS 4.1
iOS 4.1.
-
iOS Simulator 4.1
iOS Simulator 4.1. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
iOS 模擬器 4.1,對於這個SDK版本編譯的應用程序,只可以從SDK 4.x的模擬器上運行。
-
iOS 4.2
iOS 4.2.
-
iOS Simulator 4.2
iOS Simulator 4.2. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
iOS 模擬器 4.2,對於這個SDK版本編譯的應用程序,只可以從SDK 4.x的模擬器上運行。
-
iOS 4.3
iOS 4.3.
-
iOS Simulator 4.3
iOS Simulator 4.3. Application built for this version of SDK will be able to run only on Simulator from the SDK 4.x.
iOS 模擬器 4.3,對於這個SDK版本編譯的應用程序,只可以從SDK 4.x的模擬器上運行。
-
iOS 5.0
iOS 5.0
-
iOS Simulator 5.0
iOS Simulator 5.0. Application built for this version of SDK will be able to run only on Simulator from the SDK 5.x.
iOS 模擬器 5.0,對於這個SDK版本編譯的應用程序,只可以從SDK 5.x的模擬器上運行。
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iOS latest 最新的iOS
Latest available iOS SDK. Available since iOS SDK 4.2. (default value)
最新可用的iOS SDK, 自iOS SDK 4.2之後可用 (默認值)
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iOS Simulator latest
最新的iOS模擬器
Latest available iOS Simulator SDK. Available since iOS SDK 4.2.
最新可用的iOS模擬器 SDK,自iOS SDK 4.2之後可用。
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Unknown 未知
iOS SDK version is not managed by Unity Editor.
iOS SDK version 沒有被Unity託管。
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Target iOS Version
目標IOS版本
Specifies lowest iOS version where final application will able to run
指定最終應用程序將能運行的最低IOS版本。
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3.0
iPhone OS 3.0. (default value)
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3.1
iPhone OS 3.1.
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3.1.2
iPhone OS 3.1.2.
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3.1.3
iPhone OS 3.1.3.
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3.2
iPhone OS 3.2.
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4.0
iPhone OS 4.0.
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4.1
iPhone OS 4.1.
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4.2
iPhone OS 4.2.
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4.3
iPhone OS 4.3.
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5.0
iPhone OS 5.0
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Unknown 未知
iPhone OS SDK version is not managed by Unity Editor.
iPhone系統的SDK版本,未被Unity編輯器託管。
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Stripping Level (Pro-only feature)
剝離級別(專業版功能)
Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
可選剝離腳本功能,來減小構建播放器大小(此設置與iOS和Andriod平臺共享)
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Disabled 禁用
No reduction is done. 不減小。
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Strip Assemblies 剝離程序集
Level 1 size reduction. 1級大小減小。
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Strip ByteCode 剝離字符集
Level 2 size reduction (includes reductions from Level 1).
2級大小減小。(包含1級大小減小。)
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Use micro mscorlib
Level 3 size reduction (includes reductions from Levels 1 and 2).
3級大小減小。(包含1級和2級大小減小。)
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Script Call Optimization
腳本調用優化
Optionally disable exception handling for a speed boost at runtime
可選擇禁用異常處理,用於運行時的速度提高。
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Slow and Safe 緩慢而安全
Full exception handling will occur with some performance impact on the device
處理所有異常將發生一些對設備性能的影響。
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Fast but no Exceptions
快但無異常處理
No data provided for exceptions on the device, but the game will run faster
對於設備異常不提供數據,可是遊戲運行會更快。
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 sure to select a proper Target SDK in Unity Editor.app
注意: 例如,若是編譯目標爲iPhone OS 3.2,那麼在Xcode選擇3.2模擬器,將獲得不少錯誤。因此你必須 確保在unity中選擇一個恰當的目標 SDK。iphone
Android
Resolution And Presentation 分辨率和描述
Resolution and presentation爲你的Android編譯項目.編輯器
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Resolution
分辨率
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Default Orientation 默認方向
(This setting is shared between iOS and Android devices)
(此設置在IOS和Android設備中共享)
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Portrait 縱向
The device is in portrait mode, with the device held upright and the home button at the bottom.
設備爲縱向模式,設備垂直手持並home鍵在底部。
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Portrait Upside Down 縱向倒置
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 and later).
設備爲縱向倒置模式,設備垂直手持並home鍵在頂部。 (僅Android OS 2.3和之後可用)
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Landscape Right 右橫向
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).
設備爲橫向模式,設備垂直手持而且home鍵在左邊。(僅Android OS 2.3和之後可用)
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Landscape Left 左橫向
The device is in landscape mode, with the device held upright and the home button on the rightside.
設備爲橫向模式,設備垂直手持而且home鍵在右邊。
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Use 32-bit Display Buffer
使用32位顯示緩衝器
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 your ImageEffects, 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).
若是顯示緩衝器被建立持有32位顏色值時指定(默認16位)。若是你看到條帶或你的圖像效果須要alpha時使用,將以相同的格式建立TRs做爲顯示緩衝器。在運行pre-Gingerbread操做系統的設備不支持(將強制爲16位)。
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Use 24-bit Depth Buffer
使用24位深度緩衝器
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 performance implications.
若是深度緩衝器被建立持有24位深度值時設置。僅在你看到z-fighting或其餘斑跡時使用,由於它可能影響性能。
Icon 圖標
Different icons that your project will have when built 你的項目編譯時的默認圖標.
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Override for Android
覆蓋圖標
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.
若是你想爲你的Andriod遊戲自定義一個圖標,請勾選。對應不一樣尺寸的圖片填入方框中。
SplashImage 開機畫面
Splash image that is going to be displayed when your project is launched 你的項目運行時顯示的開啓畫面.
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Mobile Splash Screen 手機開機畫面
(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)
指定用於iOS開機畫面的紋理,標準開機畫面的尺寸爲320x480。(該項與Android 和 iOS共享)
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Splash Scaling 開機畫面縮放
Specifies how will be the splash image scaling on the device.
指定開機畫面將如何縮放。
Other Settings 其餘設置
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Rendering
渲染
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Static Batching 靜態批處理
Set this to use Static batching on your build (Activated by default). Pro-only feature.
設置使用Static batching編譯(默認激活的)。僅專業版功能
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Dynamic Batching 動態批處理
Set this to use Dynamic Batching on your build (Activated by default).
設置使用Dynamic batching編譯(默認激活的)。
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Identification
標識符
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Bundle Identifier 包標識符
The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
從蘋果開發者網絡賬戶在你的證書中使用的字符串。(這個與iOS 和 Android共享)
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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 monotonically increased string, comprised of one or more period-separated(This is shared between iOS and Android)
指定該包的版本號,包的迭代版本號(發佈或未發佈的)。這是單一性的增長字符串,由一個或多個句點分割。 (這個與iOS 和 Android共享)
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Bundle Version Code 包版本代碼
An internal version number. This number is used only to determine whether one version is more recent than another, with higher numbers indicating more 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 an integer, 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 build number. 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 bits. Or you could simply increase the number by one each time a new version is released.
內部版本號。這個數字僅用於肯定一個版本比另外的版本是否最新,較高的數字表示是更新的版本。這不是顯示給用戶的版本號;此數字是由versionName屬性設置。該值必須設置爲一個整數,例如100。你能夠自定義,只要每一個後續版本有更大的數字。例如,它能夠是內部版本號。或者你能夠轉換在"X.Y"格式的版本號爲整數,經過編碼的"X"和"Y"分別上下限爲16位。或者在每次新版本發佈時,簡單的增長數值。
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Configuration
配置
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Device Filter 設備篩選器
Specifies the target architecture you are going to build for.
指定你要創建的目標架構。
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ARMv7 only
Application optimized for ARMv7 CPU architecture. It will also enable correct Android Market device filtering, thus recommended for publishing to the Android Market (only devices supporting Unity Android will list the application on the Android Market).
對於ARMv7 CPU 架構優化的應用程序。 這樣將啓用Android Market的設備過濾,所以,建議發佈到Android Market(僅設備支持Unity Android 在Android Market列出的應用程序)。
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ARMv6 with VFP
Application optimized for ARMv6 CPU architecture (requires VFP support). Use runtime detection of hardware capabilities rather than relying on the Android Market filtering mechanism. It means the application when published to the Android Market will be visible also to devices not supporting Unity Android. Obviously this is not recommended, especially for paid applications (though can be combined with other means of filtering instead, like OpenGLES version).
對於ARMv6 CPU 架構優化的應用程序(須要VFP支持)。 使用硬件功能的運行檢測而不是依靠Android電子市場的過濾機制。這意味着發佈到Android電子市場的也將可見,但不支持Unity Andriod設備,顯然這是不推薦的,特別是對於支付應用(但能夠結合其餘手段過濾,像OpenGLES版本)。
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x86
Application compiled for the Intel x86 CPU architecture
對於Intel x86 CPU架構編譯的應用程序。
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Graphics Level 圖形級別
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.
選擇ES 1.1 ('fixed function') 或 ES 2.0 ('shader based') Open GL級別。當使用AVD(模擬器)僅支持ES 1.x。
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Install Location
安裝位置
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Automatic 自動
Let OS decide. User will be able to move the app back and forth.
讓操做系統決定。用戶將可以來回移動應用程序。
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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.
若是可能,應用程序安裝到外部儲存(SD卡)。操做系統不保證可能,若是不,應用程序將被安裝到內部儲存器。
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Force Internal 強制內部
Force app to be installed into internal memory. User will be unable to move the app to external storage.
強制應用程序安裝到內部存儲器。 用戶將不能移動應用程序到外部儲存器。
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Internet Access 因特網訪問
When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
若是設置所需,將啓用網絡權限,即便你的腳本沒有使用這個。開發版自動啓用。
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Write Access 寫入訪問
When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
當設置爲外部(SD卡),將啓用寫入訪問到外部儲存器,如SD卡。開發版自動啓用。
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Optimization
優化
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Api Compatibility Level
Api 兼容級別
Specifies active .NET API profile
指定可用的.NE API 設定檔
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.Net 2.0
.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
.NET 2.0庫, 最大.net兼容性,最大的文件大小。
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.Net 2.0 Subset 子集
Subset of full .net compatibility, smaller file sizes
完整的子集 .net 兼容性,較小的文件大小
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Stripping Level (Pro-only feature)
剝離級別(僅專業版功能)
Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
可選剝離腳本功能,來減小構建播放器大小(此設置與iOS和Andriod平臺共享)
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Disabled 禁用
No reduction is done. 不減小
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Strip Assemblies 剝離程序集
Level 1 size reduction. 1級大小減小。
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Strip ByteCode (iOS only)
剝離字節碼(iOS)
Level 2 size reduction (includes reductions from Level 1).
2級大小減小。(包含1級大小減小。)
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Use micro mscorlib
Level 3 size reduction (includes reductions from Levels 1 and 2).
3級大小減小。(包含1級和2級大小減小。)
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Enable "logcat" profiler
啓用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 (only available in development builds).
若是你想從設備得到反饋同時測試項目,啓用此項。所以從設備adb logcat打印日誌到控制檯(僅在開發版可用)。
Publishing Settings 發佈設置
Publishing settings for Android Market
Andriod電子市場的發佈設置
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Keystore
密鑰庫
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Use Existing Keystore 使用現有密鑰庫
Create New Keystore 建立新密鑰庫
Use this to choose whether to create a new Keystore or use an existing one.
選擇是否建立新的密鑰庫或是使用現有的。
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Browse Keystore 瀏覽密鑰
Lets you select an existing Keystore. 選擇已有的密鑰庫
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Keystore password 密鑰庫密碼
Password for the Keystore. 密鑰庫密碼
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Confirm password 確認密碼
Password confirmation, only enabled if the Create New Keystore option is chosen.
確認密碼,僅當Create New Keystore選項被選擇時啓用
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Key
密鑰
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Alias 別名
Key alias 密鑰別名
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Password 密碼
Password for key alias 密鑰別名密碼
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Android Market Licensing (LVL)
Android電子市場的受權
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Public Key 公共密鑰
Note that for security reasons, Unity will save neither the keystore password nor the key password. Also, note that the signing must be done from Unity's player settings - using jarsigner will not work.
注意:出於安全緣由,Unity既不保存keystore密碼也不保存key密碼。此外也請注意,數字簽名必須從PlayerSettings中來完成 - 使用Jarsigner將沒法正常工做。
Flash
Resolution And Presentation 分辨率和外觀
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Resolution
分辨率
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Default Screen Width
默認屏幕寬度
Screen Width the player will be generated with.
播放器將生成的屏幕寬度
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Default Screen Height
默認屏幕高度
Screen Height the plater will be generated with.
播放器將生成的屏幕高度
Other Settings 其餘設置
Details
Desktop
The Player Settings window is where many technical preference defaults are set. See also Quality Settings where the different graphics quality levels can be set up.
播放器設置窗口其中有許多技術性首選項默認設置。參見質量設置那裏可設置不一樣的圖形質量等級。
Publishing a web player 發佈網絡播放器
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 file later.
默認Web屏幕寬度和默認Web屏幕高度定義在html文件的大小。你也能夠後在html文件中來修改這個大小。
Default Screen Width and Default Screen Height are used by the Web Player when entering fullscreen mode through the context menu in the Web Player at runtime.
默認屏幕寬度和默認屏幕高度,當網絡播放器運行是經過右鍵菜單進入全屏模式時使用。
Customizing your Resolution Dialog 自定義分辨率對話框
The Resolution Dialog, presented to end-users 分辨率對話框,呈現給終端用戶
You have the option of adding a custom banner image to the Screen Resolution Dialog in the Standalone Player. The maximum image size is 432 x 163 pixels. The image will not be scaled up to fit the screen selector. Instead it will be centered and cropped.
在獨立版播放器有一個添加自定義橫幅圖像到分辨率對話框的選項。最大的圖像尺寸是432 x 163像素。圖像不能被縮放來適應容器。相反,它將會中心放置或裁剪。
Publishing to Mac App Store 發佈到蘋果應用商店
Use Player Log enables writing a log file with debugging information. This is useful to find out what happened if there are problems with your game. When publishing games for Apple's Mac App Store, it is recommended to turn this off, because Apple may reject your submission otherwise. See this manual page for further information about log files.
開啓Use Player Log將寫入一個帶有調試信息的日誌文件。若是遊戲有問題,找出發生了什麼事情,這是很是有用的。當發佈遊戲到蘋果應用商店,建議關掉此選項,不然蘋果公司可能會拒絕你的提交。參見日誌文件頁面來進一步瞭解日誌文件。
Use Mac App Store Validation enables receipt validation for the Mac App Store. If this is enabled, your game will only run when it contains a valid receipt from the Mac App Store. Use this when submitting games to Apple for publishing on the App Store. This prevents people from running the game on any computer then the one it was purchased on. Note that this feature does not implement any strong copy protection. In particular, any potential crack against one Unity game would work against any other Unity content. For this reason, it is recommended that you implement your own receipt validation code on top of this using Unity's plugin feature. However, since Apple requires plugin validation to initially happen before showing the screen setup dialog, you should still enable this check, or Apple might reject your submission.
開啓Use Mac App Store Validation接收蘋果應用商店驗證。若是啓用,遊戲僅在包含蘋果應用商店的有效認證時運行。當提交遊戲到蘋果應用商店時使用此項。這能夠防止從任何一臺計算機上運行遊戲而後購買人。請注意,此功能不執行任何強大的拷貝保護。尤爲是,針對一個Unity遊戲的任何可能的破解,能夠運行鍼對任何Unity內容。出於這個緣由,建議您使用Unity的插件功能來實現本身接收驗證碼。然而在顯示屏幕設置對話框以前,因爲蘋果公司須要插件驗證來初始發生。你仍是應該啓用此項檢查,不然蘋果可能會拒絕你的提交。
iOS
Bundle Identifier 包標識符
The Bundle Identifier string must match the provisioning profile of the game you are building. The basic structure of the identifier iscom.CompanyName.GameName. This structure may vary internationally based on where you live, so always default to the string provided to you by Apple for your Developer Account. Your GameName is set up in your provisioning certificates, that are manageable from the Apple iPhone Developer Center website. Please refer to the Apple iPhone Developer Center website for more information on how this is performed.
Bundle Identifier必須匹配構建遊戲時的配置文件。標識符的基本結構是com.CompanyName.GameName。該結構不一樣的地方可能有所不一樣,因此老是默認字符串由蘋果提供給您的開發者賬戶。遊戲名稱在你的配置證書中設置,從蘋果的iPhone開發人員中心網站的管理。請參考蘋果的iPhone開發人員中心網站瞭解更新信息。
Stripping Level (Pro-only) 剝離級別(僅專業版)
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 iOS devices. If your game is using classes that would normally be stripped out by the option you currently have selected, you'll be presented with a Debug message when you make a build.
大多數遊戲並不使用dll的所有功能,有了這個選項,你能夠去掉未使用的部分,以減小iOS設備上的內置播放器的大小。若是你的遊戲使用經過當前選擇的選項被剝離的類,當編譯遊戲時會看到一個調試信息。
Script Call Optimization 腳本調用優化
A good development practice on iOS is to never rely on exception handling (either internally or through the use of try/catch blocks). When using the default Slow and Safe option, any exceptions that occur on the device will be caught and a stack trace will be provided. When using the Fast but no Exceptions option, any exceptions that occur will crash the game, and no stack trace will be provided. However, the game will run faster since the processor is not diverting power to handle exceptions. When releasing your game to the world, it's best to publish with the Fast but no Exceptions option.
在iOS一個良好的開發習慣是從不依賴異常處理(不管是內部或經過使用try/catch塊)。當使用默認的Slow and Safe選項,設備上發生的任何異常將被捕獲,將提供一個堆棧跟蹤。當使用Fast but no Exceptions選項,發生的任何異常將致使遊戲崩潰,不提供堆棧跟蹤信息;然而遊戲將運行的更快,由於處理器不分配運算來處理異常。當正式發佈遊戲時,最好帶有Fast but no Exceptions選項。
Android
Bundle Identifier 包標識符
The Bundle Identifier string is the unique name of your application when published to the Android Market and installed on the device. The basic structure of the identifier is com.CompanyName.GameName, and can be chosen arbitrarily. In Unity this field is shared with the iOS Player Settings for convenience.
當發佈到Android Market和在設備上安裝,包標識符字符串是應用程序惟一的名稱。標識符的基本結構是com.CompanyName.GameName。在Unity爲方便起見,該字段與iOS Player Settings共享。
Stripping Level (Pro-only) 剝離級別(僅專業版)
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 built player on Android devices.
大多數遊戲不使用所提供dll的全部功能。使用此選項,你能夠去掉未使用的部分,以減小在Android設備上播放器的大小。