I have an unity project with blender objects saved in .blend files. I wasn't able to export them as fbx becouse everything it totally messed them up when I tried this. However I found that .blend files can be imported to unity also. Now, when I finished my project I want to submit it to the leap motion store but I'm afraid the .blend files won't let it work becouse when I runned the project in another computer from unity, it required blender installed on the compute, which won't happen on clients' computers. Is it possible to leave .blend files in the project or I have to export them in any case to spesific format?
Running a project from inside the unity editor and running the project as a compiled game are totally different things. You don't need blender installed to run the compiled game.
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My Unity project builds to about 16MB for WebGL. I have a build script that enforces settings such as build size, compression, included scenes (we use asset bundling), and more.
When switching from 2018.2 to 2018.4 my build size went from 16MB to 40MB. I have double checked all the build settings, scene inclusion and asset bundle settings. Everything is the same.
I cannot find any reason why it would be so large, or any related issues on the forums / questions. Any ideas of where to start? Happy to provide settings in full if that would help.
I tried on both a windows and mac with same results.
The issue was the introduction of nested prefabs between 2018.2 and 2018.4. I had a build script that removed my theme song audio files from a prefab on my first scene, so that it could be loaded from an asset bundle on webgl. On 2018.2 the prefab auto saved and this was fine, the audio files were taken out of the build so it only existed in the asset bundle, on 2018.4 however you have to manually save the prefab, so the large audio files existed in the build as well as my asset bundle.
note: for those curious, i dont use asset bundles for iOS or Android so thats why i leave the audio files in the first scene. I have a custom webgl build script
I tried sharing a unity game file in an .exe. When I downloaded the file, it said you need to install Unityplayer.dll. What is unityplayer.dll and how do I download it or is there something else I need to do.
When you build your game, it provides you with multiple files. One of it is Unityplayer.dll.
If you want to share your built games to somebody else, you need to make sure that you share to them all the files that UnityEditor had built.
More about the missing DLL stuff here.
Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation
My game size became huge suddenly. For determining the problem I deleted all the scenes form project window and let the Unity build the empty apk. But the apk becomes 87mb without any scene! I surprised what did happened or what Unity loading while there is no scene at all!
from what I've experienced unity has a tendency to package any imports into your final build. so any libraries or packages you told it to import when you created get packaged whether you use the assets in them or not. i've only used unity to build for the pc platform but this is what i've seen when doing benchmarks against empty builds. so be very careful what you import and only import exactly what you need.
Is it possible to import a game maker game into game maker studio? Because I want to edit the older verison of the game, that i have saved as an application?!
example: if I have a game that I created an application so I could share it with friends, how do I do it. the current game that I want to import has the file type .exe ive been changing it to .gmx , .gmz , .gmd . and then a weird error message shows up then when im going to edit my game theirs nothing?! please HELP
Unless you have the actual project file (which would have an extension like, for example, .gmx, .gmz, .gm7, .gm8, .gm81, etc.) you cannot do this. The .exe file extension is for applications, which means that GameMaker already compiled it into a an application.
There used to be an old program called Gamemaker Decompiler.
As far as I know, it can be found here: http://gamemakerblog.com/2011/06/14/gamemaker-8-1-decompiler-released/
It should be able to decompile anything that is not encrypted by GM:S and should give you a .gmx, .gmz, .gm7, .gm8 or .gm81 project which you should be able to import directly into GameMaker: Studio.
Even if its only a exe from a older game maker version you can export it to game maker studio.
if it is a exe you need first to decompile it using the decompiling tool for older version of game maker.
Here you can found it
I was able to recover all my old working versions and transform then to game maker studio
So now you just need to open Game Maker Studio and in the Import TAG you this form will show you all the options to importing your games.