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Player Settings(Android部分)

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发表于 2015-3-25 10:44:34 | 显示全部楼层 |阅读模式


  • Resolution
    分辨率
  • Default Orientation 默认方向
    (This setting is shared between iOS and Android devices)
    (此设置在IOS和Android设备中共享)
  • Portrait 纵向
    The device is in portrait mode, with the device held upright and the home button at the bottom.
    设备为纵向模式,设备垂直手持并home键在底部。
  • Portrait Upside Down 纵向倒置
    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).
    设备为纵向倒置模式,设备垂直手持并home键在顶部。 (仅Android OS 2.3和以后可用)
  • Landscape Right 右横向
    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).
    设备为横向模式,设备垂直手持并且home键在左边。(仅Android OS 2.3和以后可用)
  • Landscape Left 左横向
    The device is in landscape mode, with the device held upright and the home button on the rightside.
    设备为横向模式,设备垂直手持并且home键在右边。
  • Use 32-bit Display Buffer
    使用32位显示缓冲器

    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).
    如果显示缓冲器被创建持有32位颜色值时指定(默认16位)。如果你看到条带或你的图像效果需要alpha时使用,将以相同的格式创建TRs作为显示缓冲器。在运行pre-Gingerbread操作系统的设备不支持(将强制为16位)。
  • Use 24-bit Depth Buffer
    使用24位深度缓冲器

    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.
    如果深度缓冲器被创建持有24位深度值时设置。仅在你看到z-fighting或其他斑迹时使用,因为它可能影响性能
Icon 图标
Different icons that your project will have when built 你的项目编译时的默认图标.
  • Override for Android
    覆盖图标

    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.
    如果你想为你的Andriod游戏自定义一个图标,请勾选。对应不同尺寸的图片填入方框中。
SplashImage 开机画面


Splash image that is going to be displayed when your project is launched 你的项目运行时显示的开启画面.
  • Mobile Splash Screen 手机开机画面
    (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开机画面的纹理,标准开机画面的尺寸为320x480。(该项与Android 和 iOS共享)
  • Splash Scaling 开机画面缩放
    Specifies how will be the splash image scaling on the device.
    指定开机画面将如何缩放。
Other Settings 其他设置


  • Rendering
    渲染
  • Static Batching 静态批处理
    Set this to use Static batching on your build (Activated by default). Pro-only feature.
    设置使用Static batching编译(默认激活的)。仅专业版功能
  • Dynamic Batching 动态批处理
    Set this to use Dynamic Batching on your build (Activated by default).
    设置使用Dynamic batching编译(默认激活的)。
  • Identification
    标识符
  • Bundle Identifier 包标识符
    The string used in your provisioning certificate from your Apple Developer Network account(This is shared between iOS and Android)
    从苹果开发者网络帐户在你的证书中使用的字符串。(这个与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(This is shared between iOS and Android)
    指定该包的版本号,包的迭代版本号(发布或未发布的)。这是单一性的增加字符串,由一个或多个句点分割。 (这个与iOS 和 Android共享)
  • Bundle Version Code 包版本代码
    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。这个数字仅用于确定一个版本比另外的版本是否最新,较高的数字表示是更新的版本。这不是显示给用户的版本号;此数字是由versionName属性设置。该值必须设置为一个整数,例如100。你可以自定义,只要每个后续版本有更大的数字。例如,它可以是内部版本号。或者你可以转换在"X.Y"格式的版本号为整数,通过编码的"X"和"Y"分别上下限为16位。或者在每次新版本发布时,简单的增加数值。
  • Configuration
    配置
  • Device Filter 设备筛选器
    Specifies the target architecture you are going to build for.
    指定你要建立的目标架构。
  •     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).
    对于ARMv7 CPU 架构优化的应用程序。 这样将启用Android Market的设备过滤,因此,建议发布到Android Market(仅设备支持Unity Android 在Android Market列出的应用程序)。
  •     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).
    对于ARMv6 CPU 架构优化的应用程序(需要VFP支持)。 使用硬件功能的运行检测而不是依靠Android电子市场的过滤机制。这意味着发布到Android电子市场的也将可见,但不支持Unity Andriod设备,显然这是不推荐的,特别是对于支付应用(但可以结合其他手段过滤,像OpenGLES版本)。
  •     x86
    Application compiled for the Intel x86 CPU architecture
    对于Intel x86 CPU架构编译的应用程序。
  • Graphics Level 图形级别
    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.
    选择ES 1.1 ('fixed function') 或 ES 2.0 ('shader based') Open GL级别。当使用AVD(模拟器)仅支持ES 1.x。
  • Install Location
    安装位置

    Specifies application install location on the device (for detailed information, please refer tohttp://developer.android.com/guide/appendix/install-location.html).
    指定设备上的应用程序的安装位置更多信息参考这里
  •     Automatic 自动
    Let OS decide. User will be able to move the app back and forth.
    让操作系统决定。用户将能够来回移动应用程序。
  •     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,应用程序安装到外部储存(SD卡)。操作系统不保证可能,如果不,应用程序将被安装到内部储存器。
  •     Force Internal 强制内部
    Force app to be installed into internal memory. User will be unable to move the app to external storage.
    强制应用程序安装到内部存储器。 用户将不能移动应用程序到外部储存器。
  • Internet Access 因特网访问
    When set to Require, will enable networking permissions even if your scripts are not using this. Automatically enabled for development builds.
    如果设置所需,将启用网络权限,即使你的脚本没有使用这个。开发版自动启用。
  • Write Access 写入访问
    When set to External (SDCard), will enable write access to external storage such as the SD-Card. Automatically enabled for development builds.
    当设置为外部(SD卡),将启用写入访问到外部储存器,如SD卡。开发版自动启用。
  • Optimization
    优化
  • Api Compatibility Level
    Api 兼容级别

    Specifies active .NET API profile
    指定可用的.NE API 设定档
  •     .Net 2.0
    .Net 2.0 libraries. Maximum .net compatibility, biggest file sizes
    .NET 2.0库, 最大.net兼容性,最大的文件大小。
  •     .Net 2.0 Subset 子集
    Subset of full .net compatibility, smaller file sizes
    完整的子集 .net 兼容性,较小的文件大小
  • Stripping Level (Pro-only feature)
    剥离级别(仅专业版功能)

    Options to strip out scripting features to reduce built player size(This setting is shared between iOS and Android Platforms)
    可选剥离脚本功能,来减少构建播放器大小(此设置与iOS和Andriod平台共享)
  •     Disabled 禁用
    No reduction is done. 不减少
  •     Strip Assemblies 剥离程序集
    Level 1 size reduction. 1级大小减少。
  •     Strip ByteCode (iOS only)
        剥离字节码(iOS)

    Level 2 size reduction (includes reductions from Level 1).
    2级大小减少。(包含1级大小减少。)
  •     Use micro mscorlib
    Level 3 size reduction (includes reductions from Levels 1 and 2).
    3级大小减少。(包含1级和2级大小减少。)
  • Enable "logcat" profiler
    启用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).
    如果你想从设备获得反馈同时测试项目,启用此项。因此从设备adb logcat打印日志到控制台(仅在开发版可用)。
Publishing Settings 发布设置


Publishing settings for Android Market
Andriod电子市场的发布设置
  • Keystore
    密钥库
  •     Use Existing Keystore 使用现有密钥库
        Create New Keystore 创建新密钥库

    Use this to choose whether to create a new Keystore or use an existing one.
    选择是否创建新的密钥库或是使用现有的。
  •     Browse Keystore 浏览密钥
    Lets you select an existing Keystore. 选择已有的密钥库
  •     Keystore password 密钥库密码
    Password for the Keystore. 密钥库密码
  •     Confirm password 确认密码
    Password confirmation, only enabled if the Create New Keystore option is chosen.
    确认密码,仅当Create New Keystore选项被选择时启用
  • Key
    密钥
  •     Alias 别名
    Key alias 密钥别名
  •     Password 密码
    Password for key alias 密钥别名密码
  • Android Market Licensing (LVL)
    Android电子市场的授权
  •     Public Key 公共密钥
    The public key provided by the Android developer site.
    Android开发网站所提供的公共密钥。

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既不保存keystore密码也不保存key密码。此外也请注意,数字签名必须从PlayerSettings中来完成 - 使用Jarsigner将无法正常工作。






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