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[Unity3d]Player Settings導出設定Per-Platform Settings 各平台設定Details

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.

播放器設定是将在Unity中編譯最終遊戲時定義的各種參數(特定平台)的地方。當打開獨立版遊戲,啟動時例如使用在分辨率對話框的這些值,當編譯iOS裝置遊戲時,使用于Xcode的一些值,是以,正确地填寫它們是十分重要的。

To see the Player Settings choose Edit->Project Settings->Player from the menu bar.

從菜單欄檢視播放器設定,選擇 Edit->Project Settings->Player

Global Settings that apply to any project you create.

将應用于所有項目的全局設定

Cross-Platform Properties

跨平台特性

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, 這是用來設定參數檔案。

Product Name 産品名稱

The name that will appear on the menu bar when your game is running and is used to locate the preferences file also.

當遊戲運作時,這個名字将出現在菜單欄。并且也被使用來設定參數檔案。

Default Icon 預設圖示

Default icon the application will have on every platform (You can override this later for platform specific needs).

将應用于每一個平台的預設圖示(特定平台需要以後還可以覆寫這個)。

Desktop

Resolution

分辨率

Default Screen Width

預設螢幕寬度

Screen Width the player will be generated with.

播放器将生成的螢幕寬度。

Default Screen Height

預設螢幕高度

Screen Height the player will be generated with.

播放器将生成的螢幕高度。

Run in background

背景運作

Check this if you dont want to stop executing your game if the player looses focus.

如果不想在播放器失去焦點時停止運作遊戲,請勾選此項。

WebPlayer Template

網絡播放器模闆

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.

圖示對于大多數Web播放器沒有任何意義,但是在編譯Chrome應用的本地用戶端時需要使用,你可以在這裡設定這些圖示。

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版兩者共享的。

    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,不支援陰影,最好用于老機器或受限的手機平台。

    Forward with Shaders 

    正向着色器

Good support for lighting features; limited support for shadows.

很好的支援光照特性,有限的支援陰影。

    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.

最好的支援光照和陰影特性,但需要一定程度的硬體支援。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 用于渲染的色彩空間

    GammaSpace Rendering

    伽馬空間渲染

Rendering is gamma-corrected 

伽馬校正渲染

    Linear Rendering

    線性渲染

Rendering is done in linear space 

線上性空間渲染

Hardware Sampling

硬體采樣

Static Batching

靜态批處理

Set this to use Static batching on your build (Inactive by default in webplayers). Unity Pro only.

編譯時設定使用靜态批處理(在Web播放器中預設無效)。 Unity 專業版功能 。

Dynamic Batching 

動态批處理

Set this to use Dynamic Batching on your build (Activated by default).

編譯時設定使用動态批處理(預設激活)。

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.

如果你想釋出流媒體網絡播放器, 這是第一個關卡的索引,它将通路所有Resources.Load加載的資源。

Screen Width the stand alone game will be using by default.

單機遊戲預設的螢幕寬度。

Screen Height the plater will be using by default.

單機遊戲預設的螢幕高度。

Check this if you dont want to stop executing your game if it looses focus.

如果你不想在遊戲失去焦點時停止遊戲,請勾選此項。

Standalone Player Options

單機遊戲播放器選項

Default is Full Screen

預設為全屏

Check this if you want to start your game by default in full screen mode.

如果你想開始遊戲後預設全屏模式,勾選此項。

Capture Single Screen

捕獲單屏

If enabled, standalone games in fullscreen mode will not darken the secondary monitor in multi-monitor setups.

如果開啟,在全屏模式下單機遊戲不會在多顯示器設定的第二顯示器變暗。

DisplayResolution Dialog

顯示分辨率對話框

    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。

    Enabled 啟用

Resolution dialog will always appear when the game is launched.

在遊戲開始時,顯示分辨率對話框。

Hidden by default 預設隐藏

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。

Use Player Log 使用播放器日志

Write a log file with debugging information.

寫入帶有調試資訊的日志。

Mac App Store Validation

Mac應用商店驗證

Enable receipt validation for the Mac App Store.

開啟Mac應用商店驗證。

Supported Aspect Ratios

支援的長寬比

Aspect Ratios selectable in the Resolution Dialog will be monitor-supported resolutions of enabled items from this list.

可選長寬比,在分辨率對話框将提供顯示器支援的分辨率。

Override for Standalone

覆寫圖示

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.

如果你想自定義單機遊戲的圖示,請勾選。對應不同大小的圖示填入方框。

Config Dialog Banner

配置對話框橫幅

Add your custom splash image that will be displayed when the game is starting.

添加自定義開機畫面,将在遊戲開始時顯示。

    Forward with Shaders

    Deferred Lighting

Color Space 色彩空間

Rendering is gamma-corrected

    Linear Rendering 線性渲染

Rendering is done in linear space

Static Batching 靜态批處理

Dynamic Batching 動态批處理

API Compatibility Level

API相容性級别

    .Net 2.0

.Net 2.0 libraries. Maximum .net compatibility, biggest file sizes

.Net 2.0 庫。 最大.net 相容性, 最大檔案大小。

    .Net 2.0 Subset

    .Net 2.0 子集

Subset of full .net compatibility, smaller file sizes

完整的子集 .net 相容性,較小的檔案大小。

iOS

Default Orientation 預設方向

(This setting is shared between iOS and Android devices)

(此項在IOS和Android裝置共享)

    Portrait 縱向

The device is in portrait mode, with the device held upright and the home button at the bottom.

裝置為縱向模式,裝置垂直手持并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.

裝置為縱向倒置模式,裝置垂直手持并home鍵在頂部。

    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.

裝置為橫向模式,裝置垂直手持并且home鍵在左邊。

    Landscape Left

    左橫向

The device is in landscape mode, with the device held upright and the home button on the rightside.

裝置為橫向模式,裝置垂直手持并且home鍵在右邊。

    Auto Rotation 自動旋轉

The screen orientation is automatically set based on the physical device orientation.

基于裝置實體裝置方向,自動設定螢幕方向。

Auto Rotation settings

自動旋轉設定

    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,改變方向将帶有動畫效果。這僅适用于預設方向設定為自動旋轉時。

Allowed Orientations for Auto Rotation

允許方向為自動旋轉

When checked, portrait orientation is allowed. This only applies when Default orientation is set to Auto Rotation.

當勾選,允許縱向,這僅适用于預設方向設定為自動旋轉時。

    Portrait Upside Down

    縱向且上下颠倒

When checked, portrait upside down orientation is allowed. This only applies when Default orientation is set to Auto Rotation.

當勾選,允許縱向倒置,這僅适用于預設方向設定為自動旋轉時。

    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,右允許橫向(home 鍵左邊)這僅适用于預設方向設定為自動旋轉時。

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,允許左橫向(home 鍵右邊)這僅适用于預設方向設定為自動旋轉時。

Status Bar

狀态欄

Status Bar Hidden 隐藏狀态欄

Specifies whether the status bar is initially hidden when the application launches.

當應用啟動時,指定狀态條是否最初隐藏。

Status Bar Style 狀态欄樣式

Specifies the style of the status bar as the application launches

當應用啟動時,指定狀态條的樣式。

    Default

預設

    Black Translucent

黑色半透明

    Black Opaque

黑色不透明

Use 32-bit Display Buffer

使用32位顯示緩沖器

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.

如果顯示緩沖器被建立持有32位顔色值時指定(預設16位)。如果你看到條帶或你的圖像效果需要alpha時使用,将以相同的格式建立TRs作為顯示緩沖器。在運作pre-Gingerbread作業系統的裝置不支援(将強制為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,并且為白色

    White 白色

Indicator shown at normal size in white 加載條為正常大小,并且為白色

    Gray 灰色

Indicator shown at normal size in gray 加載條為正常大小,并且為灰色

Override for iOS

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.

如果想為你的iPhone/iPad遊戲隻定義個圖示,請選擇。對應不同大小的圖示填入方框中。

Prerendered icon 預渲染圖示

If unchecked iOS applies sheen and bevel effects to the application icon.

如果不勾選,iOS應用光澤和斜角效果到應用程式的圖示。

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)

指定用于IOS開機畫面紋理。 标準開機畫面的尺寸為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.

指定用于IOS第四代裝置的開機畫面紋理。 開機畫面的尺寸為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.

指定用于iPad縱向的開機畫面紋理。 标準開機畫面的尺寸為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.

指定用于iPad橫向的開機畫面紋理。 标準開機畫面的尺寸為1024x768。

Set this to use Static batching on your build (Activated by default). Pro-only feature.

設定使用Static batching編譯(預設激活的)。僅專業版功能

設定使用Dynamic batching編譯(預設激活的)。

Identification

辨別符

Bundle Identifier 包辨別符

The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)

從蘋果開發者網絡帳戶在你的證書中使用的字元串。(此項與iOS 和 Android共享)

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

指定該包的版本号,包的疊代版本号(釋出或未釋出的)。這是單一性的增加字元串,由一個或多個句點分割。 (此項與iOS 和 Android共享)

Configuration

配置

Target Device 目标裝置

Specifies application target device type. 指定應用程式目标裝置類型。

    iPhone Only

Application is targeted for iPhone devices only.

應用程式目标裝置僅為iPhone。

    iPad Only

Application is targeted for iPad devices only.

應用程式目标裝置僅為iPad。

    iPhone + iPad

Application is targeted for both iPad and iPhone devices.

應用程式目标為iPad and iPhone裝置。

Target Platform 目标平台

Specifies the target arquitecture you are going to build for.(This setting is shared between iOS and Android Platforms)

指定你将要編譯的目标架構(此項與Android 和 iOS平台共享)

    armv6 (OpenGL ES1.1)

Application is optimized for armv6 chipsets 

對于armv6晶片組優化的應用程式

    Universal armv6+armv7

    (OpenGL ES1.1+2.0)

Application supports both armv6 and armv7 chipsets. Note: increases application distribution size

應用程式支援armv6和armv7晶片組。 注意: 将會增加應用程式的大小

    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.

對于armv7晶片組優化的應用程式,不支援一代和二代裝置。對于此編譯目标蘋果應用商店有可能額外強加要求,預設 OpenGL ES 2.0。

Target Resolution 目标分辨率

Resolution you want to use on your deployed device.(This setting will not have any effect on devices with maximum resolution of 480x320)

你要部署的裝置上使用的分辨率。(此設定對裝置的最大分辯率480x320不會有任何影響)

    Native(Default Device Resolution)

    本地(預設裝置分辨率)

Will use the device native resolution. 

将使用裝置的本地分辨率。

    Standard 标準(中低分辨率)

    (Medium or Low Resolution)

Use the lowest resolution possible (480x320).

盡可能使用最低分辨率(480x320)。

    HD 高清 (最高分辨率)

    (Highest available resolution)

Use the maximum resolution allowed on the device (960x640).

使用裝置允許最大的分辨率 (960x640)。

Accelerometer Frequency

加速計頻率

How often the accelerometer is sampled

加速度計多長時間采樣

Accelerometer is not sampled 加速計不采樣

    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

覆寫iPod音樂

If selected application will silence user's iPod music. Otherwise user's iPod music will continue playing in the background.

如果選擇,應用程式将使用者的iPod音樂靜音。否則,使用者的iPod音樂将會繼續在背景播放。

UI Requires Persistent WiFi

使用者界面需要持久WiFi連結

Specifies whether the application requires a Wi-Fi connection. iOS maintains the active Wi-Fi connection open while the application is running.

指定應用程式是否需要Wi-Fi連接配接,當應用程式運作,iOS提供可用Wi-Fi連接配接。

Exit on Suspend

退出後挂起

Specifies whether the application should quit when suspended to background on iOS versions that support multitasking.

指定應用程式是否應退出後在背景挂起,需IOS版本支援多任務。

Optimization

優化

Api Compatibility Level 

Specifies active .NET API profile

指定可用的 .NET API 設定檔

.Net 2.0

Net 2.0 庫. 最大的.net 相容性,最大檔案大小

.Net 2.0 Subset 

.Net 2.0子集

完整的子集 .net 相容性,較小的檔案大小

AOT compilation options

AOT編譯器選項

Additional AOT compiler options.

額外的AOT編譯器選項。

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 模拟器 4.0,對于這個SDK版本編譯的應用程式,隻能夠從SDK4的模拟器上運作。

    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 模拟器 4.1,對于這個SDK版本編譯的應用程式,隻能夠從SDK 4.x的模拟器上運作。

    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 模拟器 4.2,對于這個SDK版本編譯的應用程式,隻能夠從SDK 4.x的模拟器上運作。

    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 模拟器 4.3,對于這個SDK版本編譯的應用程式,隻能夠從SDK 4.x的模拟器上運作。

    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 模拟器 5.0,對于這個SDK版本編譯的應用程式,隻能夠從SDK 5.x的模拟器上運作。

    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以後可用 (預設值)

    iOS Simulator latest

    最新的iOS模拟器

Latest available iOS Simulator SDK. Available since iOS SDK 4.2.

最新可用的iOS模拟器 SDK,自iOS SDK 4.2以後可用。

    Unknown 未知

iOS SDK version is not managed by Unity Editor.

iOS SDK version 沒有被Unity托管。

Target iOS Version

目标IOS版本

Specifies lowest iOS version where final application will able to run

指定最終應用程式将能運作的最低IOS版本。

    3.0

iPhone OS 3.0. (default value)

    3.1

iPhone OS 3.1.

    3.1.2

iPhone OS 3.1.2.

    3.1.3

iPhone OS 3.1.3.

    3.2

iPhone OS 3.2.

    4.0

iPhone OS 4.0.

    4.1

iPhone OS 4.1.

    4.2

iPhone OS 4.2.

    4.3

iPhone OS 4.3.

    5.0

iPhone OS 5.0

iPhone OS SDK version is not managed by Unity Editor.

iPhone系統的SDK版本,未被Unity編輯器托管。

Stripping Level (Pro-only feature)

剝離級别(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,來減少建構播放器大小(此設定與iOS和Andriod平台共享)

No reduction is done. 不減少。

    Strip Assemblies 剝離程式集

Level 1 size reduction. 1級大小減少。

    Strip ByteCode 剝離字元集

Level 2 size reduction (includes reductions from Level 1).

2級大小減少。(包含1級大小減少。)

    Use micro mscorlib

Level 3 size reduction (includes reductions from Levels 1 and 2).

3級大小減少。(包含1級和2級大小減少。)

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,用于運作時的速度提升。

    Slow and Safe 緩慢而安全

Full exception handling will occur with some performance impact on the device

處理全部異常将發生一些對裝置性能的影響。

    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

對于裝置異常不提供資料,但是遊戲運作會更快。

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.

注意: 例如,如果編譯目标為iPhone OS 3.2,那麼在Xcode選擇3.2模拟器,将得到很多錯誤。是以你必須 確定在unity中選擇一個恰當的目标 SDK。

Android

Resolution and presentation為你的Android編譯項目.

(This setting is shared between iOS and Android devices) 

(此設定在IOS和Android裝置中共享)

Portrait 縱向

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).

裝置為縱向倒置模式,裝置垂直手持并home鍵在頂部。 (僅Android OS 2.3和以後可用)

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).

裝置為橫向模式,裝置垂直手持并且home鍵在左邊。(僅Android OS 2.3和以後可用)

Landscape Left 左橫向

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).

Use 24-bit Depth Buffer

使用24位深度緩沖器

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.

如果深度緩沖器被建立持有24位深度值時設定。僅在你看到z-fighting或其他斑迹時使用,因為它可能影響性能。

Different icons that your project will have when built 你的項目編譯時的預設圖示.

Override for Android

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.

如果你想為你的Andriod遊戲自定義一個圖示,請勾選。對應不同尺寸的圖檔填入方框中。

Splash image that is going to be displayed when your project is launched 你的項目運作時顯示的開啟畫面.

(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)

指定用于iOS開機畫面的紋理,标準開機畫面的尺寸為320x480。(該項與Android 和 iOS共享)

Splash Scaling 開機畫面縮放

Specifies how will be the splash image scaling on the device.

指定開機畫面将如何縮放。

從蘋果開發者網絡帳戶在你的證書中使用的字元串。(這個與iOS 和 Android共享)

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)

指定該包的版本号,包的疊代版本号(釋出或未釋出的)。這是單一性的增加字元串,由一個或多個句點分割。 (這個與iOS 和 Android共享)

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.

内部版本号。這個數字僅用于确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。這不是顯示給使用者的版本号;此數字是由versionName屬性設定。該值必須設定為一個整數,例如100。你可以自定義,隻要每個後續版本有更大的數字。例如,它可以是内部版本号。或者你可以轉換在"X.Y"格式的版本号為整數,通過編碼的"X"和"Y"分别上下限為16位。或者在每次新版本釋出時,簡單的增加數值。

Device Filter 裝置篩選器

Specifies the target architecture you are going to build for.

指定你要建立的目标架構。

    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).

對于ARMv7 CPU 架構優化的應用程式。 這樣将啟用Android Market的裝置過濾,是以,建議釋出到Android Market(僅裝置支援Unity Android 在Android Market列出的應用程式)。

    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).

對于ARMv6 CPU 架構優化的應用程式(需要VFP支援)。 使用硬體功能的運作檢測而不是依靠Android電子市場的過濾機制。這意味着釋出到Android電子市場的也将可見,但不支援Unity Andriod裝置,顯然這是不推薦的,特别是對于支付應用(但可以結合其他手段過濾,像OpenGLES版本)。

    x86

Application compiled for the Intel x86 CPU architecture

對于Intel x86 CPU架構編譯的應用程式。

Graphics Level 圖形級别

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級别。當使用AVD(模拟器)僅支援ES 1.x。

Install Location

安裝位置

    Automatic 自動

Let OS decide. User will be able to move the app back and forth.

讓作業系統決定。使用者将能夠來回移動應用程式。

    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.

如果可能,應用程式安裝到外部儲存(SD卡)。作業系統不保證可能,如果不,應用程式将被安裝到内部儲存器。

    Force Internal 強制内部

Force app to be installed into internal memory. User will be unable to move the app to external storage.

強制應用程式安裝到内部存儲器。 使用者将不能移動應用程式到外部儲存器。

Internet Access 網際網路通路

When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.

如果設定所需,将啟用網絡權限,即使你的腳本沒有使用這個。開發版自動啟用。

Write Access 寫入通路

When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.

當設定為外部(SD卡),将啟用寫入通路到外部儲存器,如SD卡。開發版自動啟用。

Api Compatibility Level

Api 相容級别

Specifies active .NET API profile 

指定可用的.NE API 設定檔

.NET 2.0庫, 最大.net相容性,最大的檔案大小。

    .Net 2.0 Subset 子集

剝離級别(僅專業版功能)

No reduction is done. 不減少

Level 1 size reduction. 1級大小減少。

    Strip ByteCode (iOS only)

    剝離位元組碼(iOS)

Enable "logcat" profiler

啟用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).

如果你想從裝置獲得回報同時測試項目,啟用此項。是以從裝置adb logcat列印日志到控制台(僅在開發版可用)。

Publishing settings for Android Market

Andriod電子市場的釋出設定

Keystore

密鑰庫

    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。

    Browse Keystore 浏覽密鑰

Lets you select an existing Keystore. 選擇已有的密鑰庫

    Keystore password 密鑰庫密碼

Password for the Keystore. 密鑰庫密碼

    Confirm password 确認密碼

Password confirmation, only enabled if the Create New Keystore option is chosen.

确認密碼,僅當Create New Keystore選項被選擇時啟用

Key

密鑰

    Alias 别名

Key alias 密鑰别名

    Password 密碼

Password for key alias 密鑰别名密碼

Android Market Licensing (LVL)

Android電子市場的授權

    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:出于安全原因,Unity既不儲存keystore密碼也不儲存key密碼。此外也請注意,數字簽名必須從PlayerSettings中來完成 - 使用Jarsigner将無法正常工作。

播放器将生成的螢幕寬度

Screen Height the plater will be generated with.

播放器将生成的螢幕高度

Stripping 剝離

Bytecode can optionally be stripped during the build. 

在編譯期間可選位元組碼剝離。

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.

預設Web螢幕寬度和預設Web螢幕高度定義在html檔案的大小。你也可以後在html檔案中來修改這個大小。

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.

預設螢幕寬度和預設螢幕高度,當網絡播放器運作是通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,呈現給終端使用者

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。圖像不能被縮放來适應容器。相反,它将會中心放置或裁剪。

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.

開啟Use Mac App Store Validation接收蘋果應用商店驗證。如果啟用,遊戲僅在包含蘋果應用商店的有效認證時運作。當送出遊戲到蘋果應用商店時使用此項。這可以防止從任何一台計算機上運作遊戲然後購買人。請注意,此功能不執行任何強大的拷貝保護。尤其是,針對一個Unity遊戲的任何可能的破解,可以運作針對任何Unity内容。出于這個原因,建議您使用Unity的插件功能來實作自己接收驗證碼。然而在顯示螢幕設定對話框之前,由于蘋果公司需要插件驗證來初始發生。你還是應該啟用此項檢查,否則蘋果可能會拒絕你的送出。

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.

大多數遊戲并不使用dll的全部功能,有了這個選項,你可以去掉未使用的部分,以減少iOS裝置上的内置播放器的大小。如果你的遊戲使用通過目前選擇的選項被剝離的類,當編譯遊戲時會看到一個調試資訊。

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(無論是内部或通過使用try/catch塊)。當使用預設的Slow and Safe選項,裝置上發生的任何異常将被捕獲,将提供一個堆棧跟蹤。當使用Fast but no Exceptions選項,發生的任何異常将導緻遊戲崩潰,不提供堆棧跟蹤資訊;然而遊戲将運作的更快,因為處理器不配置設定運算來處理異常。當正式釋出遊戲時,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.

當釋出到Android Market和在裝置上安裝,包辨別符字元串是應用程式唯一的名稱。辨別符的基本結構是com.CompanyName.GameName。在Unity為友善起見,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的所有功能。使用此選項,你可以去掉未使用的部分,以減少在Android裝置上播放器的大小。

本文轉蓬萊仙羽51CTO部落格,原文連結:http://blog.51cto.com/dingxiaowei/1366173,如需轉載請自行聯系原作者