Hi, after UT’s swift handling of my Pro Trial request, I can now create Windows standalones. The “raw” player consists of a whole bunch of files, but I’m uncertain of their function.
Is there an explanation of what all of these are? E.g. the *first pass.dll assemblies - they contain a strange collection of classes that I haven’t touched (e.g. WaterSimple, DragRigidBody). Why are they included?
And, more importantly, how to I provide settings so the Configuration dialog doesn’t show up? Is there a pre-render-window-create event I can hook up to and set the resolution programmatically?
The main executable is the Unity engine executable.
The Data/*.dll are all scripts in your project, compiled into .NET assemblies. All scripts are included that exist in your project (e.g. WaterSimple, DragRigidBody probably are there because you have Standard Assets in the project). This is because it’s next to impossible to figure out all dependencies at compile time - for example some code might do GetComponent(“Water”+“Simple”) - and now WaterSimple script might better be included even though statically nothing depends on it.
The rest of the files directly in Data folder are your game’s data files (in custom binary format).
The subfolders in Data folder are other files that Unity engine uses (like mscorlib.dll for base .NET functionality, files with built-in shaders, etc.)
I’m just the kind of guy who has to unscrew all boxes to see what’s inside. Sometimes it helps me understand how they work, sometimes they just break.
And thanks for the info!
Any chance of getting that hook to work (running code before the rendering window is initialized)? If not, can I start the standalone with some command-line switches to set it manually? Or even write to some App.Config file before launching the app?