Difference between revisions of "Unity"
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==Installation== | ==Installation== | ||
− | We advise installing Unity via the [https://unity3d.com/get-unity/download Unity HUB]. This provides a handy overview of all your projects and allows you to easily switch between different Unity versions. You will be required to create an account. | + | We advise installing Unity via the [https://unity3d.com/get-unity/download Unity HUB]. This provides a handy overview of all your projects and allows you to easily switch between different Unity versions. You will be required to create an account. |
===Versions=== | ===Versions=== | ||
Unity is constantly updated, and new versions will frequently include Beta features that may not be super reliable and well documented yet. As such it is sometimes quite difficult to figure out which version to use. If you wish to create your own Unity projects, we advise to install the latest long term support (LTS) release. Beware that any tutorials, forum answers and plugins you find online may no longer be compatible with your version, so always check the date and official documentation. Of course you can also come to the TSG for help. | Unity is constantly updated, and new versions will frequently include Beta features that may not be super reliable and well documented yet. As such it is sometimes quite difficult to figure out which version to use. If you wish to create your own Unity projects, we advise to install the latest long term support (LTS) release. Beware that any tutorials, forum answers and plugins you find online may no longer be compatible with your version, so always check the date and official documentation. Of course you can also come to the TSG for help. | ||
+ | |||
+ | ===Modules=== | ||
+ | After selecting a Unity editor to install, add the corresponding modules needed for building your application for your target platform (e.g. Windows, Android, WebGL). See [[#Builds]] for more info. | ||
==Usage== | ==Usage== | ||
− | ''(Under Construction)''<br/> | + | <!--''(Under Construction)''<br/> |
We are working on templates and tips. Stay tuned! | We are working on templates and tips. Stay tuned! | ||
− | *[[Unity/Timing]] | + | *[[Unity/Timing]] --> |
+ | |||
+ | ===Version Control=== | ||
+ | Unity offers a freemium version control system (Unity Version Control, previously Plastic SCM) that allows you to keep track of changes and work on the same project with other people on your team. Because the free part is rather limited, we recommend using Git instead (e.g. with [[Gitlab]]). When using Git with Unity, make sure to: | ||
+ | # Check that your project stores its internal files as plain text (instead of binary). Go to Edit > Project Settings > Editor and set Asset Serialization > Mode to "Force Text". This is the default setting for new projects. | ||
+ | # Exclude certain folders and file types with a .gitignore file. [https://github.com/github/gitignore/blob/main/Unity.gitignore Unity's .gitignore template] is a good starting point. You can extend this file with your own inclusion/exclusion criteria (e.g. for third party assets - DO NOT upload content that isn't yours to a remote repository unless the license specifically allows you to). | ||
===Builds=== | ===Builds=== | ||
− | + | When you have created your experiment, build it for your target platform. On PC, use the editor for testing only! Do not run your experiment from the Unity editor, as this will cause overhead that can affect performance. | |
+ | For use on our [[Computers | lab computers]], make sure the "Windows Build Support (IL2CPP)" module is installed for your Unity Editor, and select "Windows" as your target platform (NOT "Universal Windows Platform"). | ||
+ | |||
+ | ===Archiving=== | ||
+ | When you have completed your project, we recommend cleaning up your project folder by removing the "Libary", "Logs" and "Temp" folders (not all may be included). These contain local cache files that can often balloon in size. See also the .gitignore file [[#Version Control|linked above]] for files/folders that aren't strictly necessary for opening the project. If you ever want to return to the project, Unity will automatically generate these files again. The first startup may then take a bit longer, but it saves a lot of space on disk. | ||
==References== | ==References== |
Latest revision as of 11:03, 5 August 2024
Developer(s) | Unity Technologies | ||||
---|---|---|---|---|---|
Written in | C++(runtime), C#(scripting API) | ||||
Operating system | Microsoft Windows, Linux, MacOSX | ||||
Platform | Windows, Mac, Linux, iOS[1], Android, WebGL, and more | ||||
Type | Game Engine | ||||
License | Proprietary | ||||
Website | unity.com | ||||
|
Unity is a cross-platform game engine that can be used to create experiments with more complex interactivity and/or more elaborate audiovisual content, such as full 3D virtual environments. Unity is free for personal/non-commercial use.
Installation
We advise installing Unity via the Unity HUB. This provides a handy overview of all your projects and allows you to easily switch between different Unity versions. You will be required to create an account.
Versions
Unity is constantly updated, and new versions will frequently include Beta features that may not be super reliable and well documented yet. As such it is sometimes quite difficult to figure out which version to use. If you wish to create your own Unity projects, we advise to install the latest long term support (LTS) release. Beware that any tutorials, forum answers and plugins you find online may no longer be compatible with your version, so always check the date and official documentation. Of course you can also come to the TSG for help.
Modules
After selecting a Unity editor to install, add the corresponding modules needed for building your application for your target platform (e.g. Windows, Android, WebGL). See #Builds for more info.
Usage
Version Control
Unity offers a freemium version control system (Unity Version Control, previously Plastic SCM) that allows you to keep track of changes and work on the same project with other people on your team. Because the free part is rather limited, we recommend using Git instead (e.g. with Gitlab). When using Git with Unity, make sure to:
- Check that your project stores its internal files as plain text (instead of binary). Go to Edit > Project Settings > Editor and set Asset Serialization > Mode to "Force Text". This is the default setting for new projects.
- Exclude certain folders and file types with a .gitignore file. Unity's .gitignore template is a good starting point. You can extend this file with your own inclusion/exclusion criteria (e.g. for third party assets - DO NOT upload content that isn't yours to a remote repository unless the license specifically allows you to).
Builds
When you have created your experiment, build it for your target platform. On PC, use the editor for testing only! Do not run your experiment from the Unity editor, as this will cause overhead that can affect performance. For use on our lab computers, make sure the "Windows Build Support (IL2CPP)" module is installed for your Unity Editor, and select "Windows" as your target platform (NOT "Universal Windows Platform").
Archiving
When you have completed your project, we recommend cleaning up your project folder by removing the "Libary", "Logs" and "Temp" folders (not all may be included). These contain local cache files that can often balloon in size. See also the .gitignore file linked above for files/folders that aren't strictly necessary for opening the project. If you ever want to return to the project, Unity will automatically generate these files again. The first startup may then take a bit longer, but it saves a lot of space on disk.
References
- ↑ Builds for Apple devices can only be created using a Mac.