-
Notifications
You must be signed in to change notification settings - Fork 120
Standard Usage
Chase Pettit edited this page Jan 11, 2017
·
3 revisions
This is the minimum number of steps to go from zero to building.
- Import SuperUnityBuild into your project. See Installation for more info.
- Open the SuperUnityBuild window by clicking
Window > SuperUnityBuild
in the Unity menu bar. - Click
Release Types
and then click theAdd Release Type
button. Set aType Name
("Release" is a good option for now if you want to get going quickly) and modify theProduct Name
if you want it to differ from what you have set in Unity's Player Settings. - Still looking at your added Release Type, click
SceneList
and then add/order the scenes you want in the build, the scene at the top of the list will be loaded first. - Click
Build Platforms
, select a platform you want to build and then click theAdd Platform
button. In the newly added Build Platform, select the specific architectures you want to build. Repeat for any additional platforms you want. - Click the big green
Perform All Enabled Builds
button. You're now building with SuperUnityBuild!
As a next step, you may want to start customizing your build output a bit.
- In
Basic Settings
you can setup where the build output is placed. Consult Basic Settings for info on all of the recognized path tokens. Keep in mind that if the path isn't unique, the previous build will be overwritten. In some cases, this may be what you want, but the path tokens will allow you to customize it as you see fit. - In
Product Parameters
you can setup version number generation. At runtime, you can access this version string and other build info through BuildConstants which can be very useful for displaying version info on screen or performing different behavior based on the platform, architecture, distribution platform, etc. - In
Release Types
, add additional release types that make sense to distinguish different versions of your game. You may want a "Development" Release Type with the development and debugging options enabled or perhaps a "Demo" Release Type that includes a limited set of scenes. - In
Build Platforms
, clicking theAdd Distribution
will add another level of granularity to your builds. This is generally intended for setting up different builds for different distribution platforms (Humble Bundle, Steam, itch.io, App Store, etc.), but there are numerous other ways you could choose to use it. - In
Pre-Build Actions
andPost-Build Actions
you can add additional operations to your build workflow outside of just building the executable. None are included in the base install of SuperUnityBuild, but take a look at the Unity-Build-Actions repository for a collection of some useful ones. Refer to each BuildAction's README for specific info on its settings. Speaking generally, build actions can be used to do things like create a zip file of your build, update AssetBundles, move/copy/delete files, or upload to distribution platforms - things that may typically make your build process cumbersome and difficult - and do it all automatically with each build. - In
Build Configurations
, you can enable/disable build configurations to include in your batch build - you probably don't want to build every version of your game every time. There are also options here to view info about each configuration or to perform a build of just one specific build configuration.