[MUSIC] You often get the best performance out of Unity when you create a standalone game that runs on a high-powered desktop or laptop computer. In this lecture, we'll build our game as a standalone Windows executable and Mac OS X application. Our objectives will be to explore the standalone player settings, build for Windows, build for Mac and demo the standalone configuration screen. Okay, we're gonna start by creating our Windows build. So let's go ahead and go to the File > Build Settings. And I'm currently on the web GL preview. So let me switch to PC Mac and Linux standalone. And then make sure the target platform is set at Windows. And notice there's also the ability to change the architecture. You can switch between standard x86 processor and a 64 bit processor. For right now I'll just stick with the standard 32 bit processor, which of course also works on 64 bit. So once we get those changes made, go ahead and click Switch Platform. And let's go ahead and look at the Player Settings. So right now I'm on the PC, Mac, and Linux standalone settings options. So let me go ahead and open up the sub tabs here. A lot of what you're gonna do is in resolution and presentation. I'm gonna mostly go with the defaults here. But just realize we're defaulting to full screen, if you turn that off, it's gonna default to a windowed based version of the game. We're defaulting to the native resolution. So that's whatever resolution your user actually has set on their computer. So it's gonna make that as the default. Of course you can turn that off if you wanna kind of force your own resolution. Then there's a variety of settings to understand along player options. Most notably under the supported aspect ratios. So if I open this, you'll see that all of these ratios are currently supported, 4 by 3, 5 by 4, 16 by 10, 16 by 9 and others. If for some reason your game needed to be in a given aspect ratio you can uncheck these. So if for example, maybe your game only works in 4 by 3 or only works in 16 by 9, you would only check the respective options. So let me move down under icon. You can see that the default icon that we've set at the top propagated down to the standalone settings. And you can see all the different versions, 1024 by 1024 and all the way down to 16 by 16. Depending on the make up of your icon, you might have a high resolution for the 1024 by 1024, but you could always click the override for standalone and set specific options. If I bring over the no background version again here, it's gonna basically take that and then propagate it down and anyone that I drag in here will override and propagate down. So you could have a custom icon, for example, for the smaller 16 by 16 if there's too much detail. Given that this is basically a very pixellated image to start with, it actually looks pretty good at the smaller size. So I'm okay, I could turn off, override and just go with the default. Moving along to splash image. The splash image is what is actually shown in the banner that opens when you first open the app and we'll demo that a little bit later. It's a little bit odd of a shape it's 432 pixels by 163 pixels. I did include a sample of that splash image, which I'll go ahead and drag over here, and we'll demo that a little bit later when we actually run the app. And then of course we've got the other settings. So these are all the custom settings for rendering, for configuration, and optimization. Once again when you're just building for testing you might stick with the defaults. But it's nice to have all of these options at our fingertips, you can refer to the documentation to figure out what each of these things do. So for example, there's virtual reality support right here, this is support for things like the occulous rift. There's stereoscopic rendering, which you might use for certain types of projectors and that sort of thing. So these options are right here that you could go ahead and check if you wanna support those features. So let me go ahead and build. And once again, I'm gonna put this in the builds folder and I'm gonna go ahead and create a new sub-folder, which I'll call Windows Build. And I'll go head and name this as the name of the game. So, Super Sparty Brothers, or whatever game you're building. And I'll click Save. And this will go through the process of building the Windows player in this case. So you can see within the Windows Build folder, we've got a number of files here. So there's the .EXE, of course this is the most important file, this is what launches the file on Windows. But there's other files here as well. So If I were actually delivering this to Windows, I actually need to include all of these files. And that's why I put it in its own folder. So if I go back to my builds folder, in essence I would include this entire Windows Build folder, of course I can rename it whatever I want. But really you need all of the files within this folder is the most important part. It's not a single file. So let's go back to Unity now, and let's build for a Mac. So, we're already under PC, Mac and Linux standalone, so let me just change the target platform to Mac OS X. And just like with Windows, we can target either 32 bit or 64 bit architecture. I'll just stick with 32 bit for now. And once again we can click on the player settings, most of the things that we set up for Windows will apply for Mac and for Linux as well. So the same sort or resolution settings, notice there are a couple custom settings here. If we are building an app to deploy to the Mac App Store we would check this box, you only wanna do that when you're ready to actually deploy the store. If you're just testing locally you actually don't wanna check this. There's also this use player log. This is actually, any of your debug.logs or your error messages actually get saved in a log file with the app. If you're building to something like the Mac App Store you would want to turn this off. But for now we'll just leave that on, because we're just building for a local build. And you can see there's a few other Mac specific settings here for how to support full screen mode. I'm just gonna go ahead and stick with all the defaults. And I'll go ahead and build them. So just like before, in the Builds folder, I'll make a subfolder for Mac build And I'll go ahead and name the build, Super Sparty Brothers, and save it. And this will go ahead and build the Mac version of the game. And you can see for the Mac version it's actually a single file. So the Mac kinda packages everything within this application bundle. So when we're delivering this to users we just deliver this single file and that makes up the entire double clickable application. And let me go ahead and double click on this because I actually am on a Mac platform, so I can actually run it here. Where in the Windows version I can build, but I actually have to move it to a Windows platform to actually run it. So let me double click on SuperSpartyBrothers. And what I wanted to show is this Configuration screen. So this is the standard Unity Configuration Screen where we can set our screen resolution, we could define if it's windowed, if this is unchecked it'll be full screen. We could define the graphics quality. And we could define various input, so we can override sorta that input manager and add or the user can add custom input if they so chose. But the main thing I wanted to show here is actually the banner. So this is that 432x163 pixel image that we set there in the player settings. So it's a nice way to kinda brand our app, make it look custom to our app as opposed to just a generic Unity build. So once again, based upon the aspect ratios that we support, different screen resolutions will show up here. And based on graphics quality and optimization settings, will effect how these different things play out on the given platform. Of course if I hit Play, this will go ahead and play. Now if you don't wanna actually show those configuration dialog, this is one of the things in the player settings that you can turn off. So you just double click on the app and it launches. But I find that most users actually like this, they like the ability to customize their screen resolution, run in windowed or not and change the graphics quality. [MUSIC]