Unity Build - Standalone file - unity3d

I have made a Unity build and would like to share it with colleagues.
But i dont want to share it as the standard "folder structure" -build.
So, I have made a single .exe file with an icon, using Winrar selfextracting file.
It works great....BUT Windows and antivirus apps screams bloody murder when they try and open it, thinking it is a potential virus of course.
That makes the file unusable for web sharing (Sharing on a USB drive there are no problems).
How can I make a single file build, for web download, that does not make Windows and Antivirus apps go crazy?

Basically...
You need to pack(age) the build of the app.
(Note the boxing app in the linked tutorial is just an example. There are many ways to pack the game into an executable, and you don't need that specific one.)
Depending on platform, it's also either required or recommended that you sign (1)(2) the app and/or executable.

That's not that trivial since antivirus hate selfextracting exe files ;)
Either go with the usual folder structure and ship it as a .zip.
Or you could go the correct but more complex way and create a proper Installer that correctly asks for admin permissions and then is allowed to extract content into the usual program paths.
Or you can try and use this but it might underly the same issue as the selfextracting exe.

Related

Export to Java application deletes files

When I wanted to export the model I was working on as a Java application, I encountered an error regarding the databases I loaded into the model. When I said OK to the error, I realized that all the files in the folder I wanted to create the Java application were deleted. That folder was desktop by the way.
Right now all the files (i mean all of them!) on my desktop are deleted and they don't even show up in the recycle bin. How are we going to solve this situation? How can AnyLogic have the authority to delete all files in that folder? How is this authority not shared with me and not warned beforehand?
When you work with software in general, you need to have a version control in place that will allow you to recover your information. These problems occur, and if AnyLogic has access to your computer it's because you grant the permission and it needs the permission. If you make your desktop your project folder, then i would say you are to blame.. why would you do that...
Using GIT as Ben commented, is always a good idea... but it requires you to be conscious about when you commit a version.
What I do, is I use dropbox and all my projects are done in a dropbox folder... the good thing is that dropbox always saves automatically all the files on the folder... this has saved my life multiple times and I suggest you to do something like that in the future. So on one hand you have the autosaving features, which is useful, but sometimes you erase everything by mistake, and the autosave is not useful, but dropbox saves no matter what.

Packaging a GWT app to run completely offline NOT installed via a "marketplace"

Theres a few questions similar to this, so I'll try to be clear as possible.
We have an existing, fairly large and complex, GWT webgame I have been asked to make work offline. It has to be offline in pretty much the strictest sense.
Imagine we have been told to make it work off a CD Rom.
So installation is allowed, but we cant expect the users to go to a Chrome/Firefox store and install it from there. It would need to be off the disc.
Likewise, altering of the browsers start-up flags would be unreasonable to expect of users.
Ideally, it would be nice if they just clicked a HTML file for the start page and it opened in their browsers of choice.
We successfully got it working this way in Firefox by adding;
"<add-linker name='xsiframe' />"
To our gwt.xml settings. This seems to solve any security issues FF has with local file access.
However, this does not solve the problem for Chrome.
The main game starts up, but various file requests are blocked due to security issues like these;
XMLHttpRequest cannot load file:///E:/Game%20projects/[Thorn]%20Game/ThornGame/text/messages_en.properties. Cross origin requests are only supported for protocol schemes: http, data, chrome, chrome-extension, https, chrome-extension-resource.MyApplication-0.js:34053 com_google_gwt_http_client_RequestBuilder_$doSend__Lcom_google_gwt_http_client_RequestBuilder_2Ljava_lang_String_2Lcom_google_gwt_http_client_RequestCallback_2Lcom_google_gwt_http_client_Request_2 MyApplication-0.js:34053
Now I was aware same origin policy issues might popup as during development we often tested locally using flags in chrome to bi-pass them.
Thing is...now I dont know how to get around them when we cant use startup flags.
Obviously in the example given its just the .properties file GWT uses to get some language related text. I could dump that inline in one way or another.
However, its only one of many,many,many files being blocked.
The whole game was made to run off *.txt game scripts on the sever - to allow easy updating by non-coders. Really the actual GWT code is just an "engine" and all the XMLHttpRequested files supply the actual "game".
These files are of various types; csv, txt, ntlist, jam.
The last two being custom extensions for what are really just txt files.
All these files are blocked by chromes security. It seems from what I can make out only images are allowed to be accessed locally.
Having all these files compiled in would just be impossible, as they are not fixed in number (ie, one central .txt file determains various scene .txt files which in turn determain various object files and directory's...).
Putting all this into a bundle would be nightmare to create and maintain.
So in essence I need some way to supply a offline version of a GWT project that can access a large number of various files in its subdirectories without security issues.
So far all I can think of is;
A) Theres something I can tell chrome via html or gwt that allows these files to be read in Chrome like FF can. (I suspect this isn't possible).
An alternative to XMLHttpRequest maybe?
B) I need to somehow package a game+a webbrowser in a executable package that has permission to access files in its directory's. (http://www.appcelerator.com/titanium ? ?? ).
C) I need to package and have the user run a full webserver that can then deliver all these files in a XMLHttp accessible way.
D) Bit of a funny one...we cant tell the user to add flags to browser start up...but Maybe I could write a game installer which just detects if they have Chrome or Firefox. It then opens up the games html in their browser with the correct flags for them? This would open up security issues if they browse elsewhere with that instance though, so Id presumably need other flags to disable the url bar if that's possible.
I am happy to make various changes to our code to achieve any of this - but as mentioned above theres no way to determain all the files needing to be accessed at compile time.
And finally, of course, it all has to be as easy as possible for the end user.
Ideally just clicking a html file, or installing something no more complex then a standard windows program.
Thanks for reading this rather long explanation, any pointers and ideas would be very welcome. I especially will appreciate multiple different options or feedback from anyone that's done this.
========================================
I accepted the suggestion to use Chromiumembedded below.
This works and does what I need (and much much more)
To help others that might want to use it, I specifically made two critical changes to the example project;
Because CEF needs a absolute path to the web apps local html, I wrote a c++ function to get the directory the .exe was launched from. This was a platform specific implementation, so if supporting a few OS's (which CEF does) be sure to write dedicated code for each.
Because my webapp will make use of local files, I enabled the Chrome flag for this by changing the browser settings;
browser_settings.file_access_from_file_urls = STATE_ENABLED;
These two changes were enough to get my app working, but it is obviously the bare minimum to make a application. Hopefully my finding will help others.
I'd suggest going the wrapper route. That is, provide a minimal browser implementation that opens your files directly. Options are Chromium Embedded[1]. If the nature of the application absolutely requires the files to be served as non-file urls then bundle a minimal webserver, have the on-disk executable start the server and open the bundled browser with whatever startup arguments you want.
[1] https://bitbucket.org/chromiumembedded/cef

LÖVE and Lua. Making an .EXE file

I'm making a Lua game using the 2D framework 'LÖVE'.
I needed to know HOW to make a .exe file with it! I've done the command line, sucessfully zipped up my main.lua and the image, I've renamed the file extension to .exe!! When I run the .exe, I get a file extracting application coming up. This is not supposed to happen, right? I want it to be run as a game, not as a self-extracting application. Help?
From the sounds of it, you are trying to save your 'lovechive' with an .exe extension; your archiver is probably 'helpfully' assuming you meant to create a self extractor, which you didn't.
Okay, lets start by talking about how runable 'lovechives' work:
When love.exe starts up, it first checks its own name, if its called something other than love or love.exe it immediately checks to see if there is somethng stuck to its end. if there is, then it tries to interpret it as if it were a 'lovechive'.
So basically, we want to stick a zip-file to love's bottom (don't worry, it likes it).
Start by creating an ordinary zip archive of you game directory.
Remember to check for anything you don't actually mean to ship; plenty of love games have gone out containing backup copies of the source code, test artwork, and peoples' shopping lists. Don't be a statistic.
The filename is irrelevant for what were are doing here, so don't worry about the usual step of renaming it to a .love. just make sure that what you have is an plain-ol' ordinary zip.
The next step depends on your host platform, but basically you now need to do the whole "stick it to love's bottom' part now, generally this is done from the command-line:
On windows, the command is:
copy /b love.exe+YourGame.zip TheGame.exe
Where love.exe is the name of the main 'love' executable YourGame.zip is the name of zip file containing your game, and TheGame.exe is what you want the final game executable to be named.
On Linux or OSX, the command is:
cat love YourGame.zip > TheGame
Where love is the name of the main 'love' executable, YourGame.zip is the name of zip file containing your game, and TheGame is what you want the final game executable to be named.
These substituting the relevant filenames should let you produce versions for Linux, and Windows
(All I know about making 'merged' OSX Apps is that its more complicated.)
For the record, it is utterly trivial to extract files from the 'merged' game. Usually nothing more than changing the file extension, sometimes not even that.
And no, zip encryption doesn't help here; it won't run because love can't read the archive. (quite sensibly, really.)
Finally, If you are distributing to the Love community, they generally prefer that you just give them the 'lovechive.'
From https://love2d.org/wiki/Game_Distribution :
Here's how to do it on Windows. In a console, type this:
copy /b love.exe+game.love game.exe
Then, all you have to do is zip game.exe and required DLLs, and distribute them. Yes; this does mean that the game will have a private copy of LÖVE, but there's nothing wrong with that. It also means that you will have to create one package for each platform you would like to support, or simply offer the .love alone for the other platforms.

How to create a CMS that exports to a memory stick that could then update a presentation on another computer

I have been asked to provide a solution for a client of mine. They have asked me to build a presentation for a exhibition in a museum that can be updated. The presentation will essentially be galleries of images/videos with associated captions. This presentation computer will have a poor internet connection at best.
I see the best way forward for my client to update the presentation would be to have created a presentation on another computer. They need to do this remotely from exhibition and there will be no network connection between the CMS and presentation computer.
I need them to then be able to export the presentation file onto a USB stick that they could then take to the exhibition.
Once at the exhibition I would like them to be able to put the USB stick into the computer and then for it to automatically copy the information into a folder on the computer and also update a XML file.
What I'm wondering is what would be the best way to program this? I am pretty experienced Flash and PHP programmer and would normally get round allot of these problems by running it all on networked computers running stuff from servers. I know I could quite easily create a presentation system in flash that would load all the info from a folder but getting that folder from one computer to the other seamlessly is not something I'm familiar with. I really don't want the administrators of the system to have to manually copy a folder from one computer to another. It really needs to be click a button and it exports to USB and click a button and it imports from the USB. When it comes to creating programs that export files and copy folders to and from USB sticks I'm pretty lost!! Would this be something that needed done in C++ or something similar? Any advice would be great!
Many thanks for taking the time to read this!
Cheers,
Craig
I think there are several options for this but one that comes to mind is to install and run a complete stack with CMS, MySQL, webserver from a bootable USB drive/stick.
Also check http://portableapps.com/
http://bitnami.org/ may also have something for you.
Another option is to use a CMS that can export and import its content easily.
e.g. hhttp://share.ez.no/download-develop/downloads/
allows users to create content and that content ( or any section of it ) can be exported as zipped package for import into another instance of the CMS. Usually takes less than a minute each way ( unless the export is very large ). The CMS would be installed at both locations running on the local machine. They don't need to be both running the same OS stack.

Creating a file type with new icon

I have a text based file i have given an extension named .val i have also changed its icon by selecting Computer>Open tools>Open folder options>
however though this changes the icon for the extension it only changes it on my computer, I would like to know how I can do this for all machines. even if that means building somthing that needs to be installed, which is fine with me
I wrote a little program awhile ago. The windows registry thing is a mess. Save yourself a lot of time and use this installer package - it has a wizard that will create an install script for you. Navigate to your program, icon, etc. Pretty easy.
http://hmne.sourceforge.net/
As I recall, in windows icons are set based on what program is opening it, so indirectly the file type. So first you have to create reg entries for your application on your computer. Then you have to associate that file type with your extension. And then the extension gets the icon from your app settings. This of course is different in WinXP vs. Win7. Thus why I think you should avoid a lot of headache and use an installer.
[HKEY_CLASSES_ROOT\Your App\DefaultIcon]