>> Hello, welcome to our new 101 videos. I'm Abdulla.
In our previous videos, we scripted things,
we created game objects,
we made the move with user inputs.
We debugged our code.
We used physics and collisions,
and now it's time to actually publish the game
and build it and create an executable.
Let's get started, so until now,
all the changes we've been doing inside of the Unity editor
has been done inside of a scene called Sample Scene.
Scenes are saved to a file and we usually have
them inside a folder called scenes within our project.
A game or a 3D project is
usually comprised of many different scenes.
One can be for the intro screen,
one could be for the main menu,
and you can create different ones for different levels.
After you created all of your scenes
and want to turn it into executable.
It's now time to build.
To build a Unity project,
we should go to "File",
"Build Settings" and that will open up the build settings menu.
At the top, we can see the list of
scenes that are added to the build.
To add the current open scene into the build,
we can just click on "Add open scenes".
On the left, we can see that we have chosen PC,
Mac, and Linux standalone as the platform of choice.
But on the right side,
we can customize which operating
system do we want to target and which architecture.
Every platform has different options like creating server builds,
creating development builds, and even
choosing the compression method for your textures.
If you want to change the platform you want to build for,
you can click on one of the options on
the left side and then click on the "Switch Platform button".
There's so many platforms to choose from,
like WebGL for the browser,
Android, iOS, and even game consoles.
Unity calls the exported application a player.
Let's go into the player settings and see what we can configure.
In the player settings,
you can change things from the company name,
the product name which is your application, the version number,
the default icons, the default
cursor that appears inside of your game.
We can even change platform
specific settings by clicking
on one of the tabs at the bottom here,
and then choosing different options below.
We can choose to overwrite the icons for that specific platform.
You can set the game to run on
full-screen mode and PC standalone builds.
We can change and edit the splash screens
that show up before the game starts.
We can change the bundle identifier for the Mac App Store.
You can change the scripting backend from IL2CPP to Mono.
You can even change the API compatibility level
from .NET 4 to .NET Standard 2.0.
You can also notice that we're using
the new input system package from Unity and not the old one.
You can click on the different tabs at the top to change to
a different platform where you can
edit the settings for that specific platform.
Let's go back to our build settings now.
We chose PC and Windows 64 as a target platform,
we added our scene to the build,
and now we're ready to click the build button.
I'm creating a folder called Builds inside of
my Unity project and selecting
it as the folder where the builds are going to be created.
Once you select the folder,
Unity is going to start building your game.
After the build process is done,
you can navigate to your Build folder
and there you'll find the binary executables.
If you start that executable,
a standalone application will run,
and the bouncing cube scene we created will start.
If we press the "W button",
we can see that the cube is actually rotating just as expected.
You can press "Alt Enter" on Windows to exit
full screen mode or "Command F" on Mac.
This concludes our Unity 101 series.
I highly encourage you to go to Unity's documentation
and read through it to learn all
about the features that unity provides.
I also recommend going to
Visual Studio's documentation to look into
all the features the Visual Studio provides for Unity.
Head to .NET game development learn portal to
learn how to create your backend service on Azure PlayFab,
for example, using Unity.
As well as learn how to create
mixed reality experiences using Unity for HoloLens.
There's so many resources there that
can help you in your journey of game development.
Thank you very much for having us as part of
your game development learning experience. Goodbye.
[MUSIC]