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Unity cloud build delete project
Unity cloud build delete project











unity cloud build delete project

Handling multiple custom platforms for a reference platform Using this method, be sure to disable the pre-build steps related to generating and copying SoundBanks within the Wwise Settings window.ĭeploying SoundBanks in multi-platform projectsįor productions that ship on multiple platforms, the pre-build steps can generate the SoundBanks and copy them over to the StreamingAssets folder before the binary is built, and then delete the SoundBanks in a post-build step to ensure that only SoundBanks for the target platforms are deployed.įinal implementations should be decided by game developers to accommodate the potential need for more elaborate management. If you are working on a single platform title, instead of physically moving SoundBank files into the StreamingAssets folder, the SoundBank output path in a Wwise project can be set to the desired folder under the StreamingAssets folder so that the SoundBanks can be generated directly into the desired location. This way, when integrating sounds in your game in Windows or on a Mac, you can avoid bank deployment issues.ĭeploying SoundBanks in single-platform projects When running in the Unity editor, the SoundBanks path is always set to point to the Wwise project's GeneratedSoundBank path, which is defined in Wwise's Project Settings dialog. If necessary, you can modify the Base Path in the Common User Settings. This gives a full final path of \Assets\StreamingAssets\Audio\GeneratedSoundBanks\. At the end of this path, Unity adds a folder for the current platform, as it was named in your Wwise project's Platform Manager. The default SoundBanks path, Audio\GeneratedSoundBanks, is found under the StreamingAssets folder. See Unity's StreamingAssets feature for details. Unity automatically deploys this folder's content to the target device. Unity normally creates a StreamingAssets folder (manually create one if it does not exist in your Unity project) in the Unity project's Assets folder, as shown here: \Assets\StreamingAssets.

unity cloud build delete project

However, when you are ready to release your game, go to the Assets > Wwise > Activate Plugins menu to change your Wwise plug-in configuration to the Release option.ĭebug is only used for debugging specific issues with the sound engine, which is usually done with the assistance of Audiokinetic support. This is the most practical configuration for game development because it allows you to connect Wwise to your game for profiling. By default, the Profile configuration of the plug-in is used. The Unity build system automatically packages the Wwise plug-in with the game.













Unity cloud build delete project