From Prototype to Executable: Generating and Debugging Your Game
So, we have reached a point where the game is in good enough shape to test it with real people, a point where theoretical design meets practical application. The problem is that we can’t pretend people will install Unity, open a project, and hit Play. They want to receive a nice executable file to double-click and play right away. In this chapter, in the first section, we are going to discuss how we can convert our project into an easy-to-share executable format, and then in the second section, we will see how to apply the profiling and debugging techniques learned in the previous chapter, but this time, on the build. After reading this chapter, you will be able to detect potential performance bottlenecks and tackle the most common ones, leading to an increase in your game’s frame rate.
In this chapter, we will examine the following build concepts:
- Building a project
- Debugging the build...