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
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
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
Resolution and presentation爲你的Android編譯項目.編輯器
Different icons that your project will have when built 你的項目編譯時的默認圖標.
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.
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。