Is there any way available to remove unity 5 default splash screen which comes after building standalone player? and is this legal?
It depends on the license that you have(ex. Pro/Personal).
Please refer to UNITY PRO AND UNITY PERSONAL SOFTWARE LICENSE AGREEMENT 5.X
Although Unity Personal has most of the features and functionality that Unity Pro has, Unity Personal: (a) includes certain features that cannot be disabled when your application is launched, including a Unity branded startup screen and certain analytics data collection;
I got it in buildSettings.-> Player setting(button)-> on Inspector I got the option. unchecked
Note: This feature is not available(or active) in Unity Personal version, as Greg Zetko answer suggested.
Related
I've been working in a project some weeks now in a Mixed Reality project using Unity and MRTK and I've found a strange behaviour when adding screen capture to the application. I'm using Unity 2019.4.26f1, and I haven't found any issues so far but after adding this line of code
ScreenCapture.CaptureScreenshot("test.png");
into a script, I've realised that when I press Play and go into Game mode, everything goes correctly (the game starts, the screenshot is taken). BUT when I stop it and try to go into Play mode again, Unity freezes. If I don't press Play again, Unity still works until it tries to compile scripts or some heavy task like that, when it freezes and can only be closed with the task manager.
If I remove that line, Unity goes back to normal.
This issue cannot be reproduced in Unity 2020.3 LTS. Does this happen when the remoting play or in Editor? According to Choosing a Unity version and XR plugin - Mixed Reality | Microsoft Docs, if you target to HoloLens 2, please upgrade to the recommended 2020.3 LTS version that is stated in the document.
In addition, ScreenCapture is a Unity built-in class and if there are any usage questions, you may find support from Unity forum.
I'm developing an AR app using unity but I don't have an android mobile so I decided to work on an emulator and I read all documentation about it but it didn't work. the app is installed but when I open it I see a black screen with a cube for testing if it works right, the virtual scene doesn't open do you have any solutions?. I tried all the solutions but none of them work for me.
note: I installed an AR app from google play but it crashed.
specifications:
mobile: pixel 3a
Android version:11 (30 API).
Android Studio version:(4.1.1).
Ar foundation:4.1.9.
ARCore XR Pkugin:4.1.9.
google play services for ar: installed.
player settings:
plug-in providers
I don't think unity supports emulator based testing i tried to do the testing on xcode using emulators but the entire option didn't open up one of my seniors suggested to me that there will be a difference since some use ARM architecture and mobile emulators might not use them, so emulator checking is out of the question, easiest way to check though since unity can adapt to cross platform and iphone 6s is cheapest and the last device to support ARKit you can take that alternative by building it with Xcode.
There are logical reasons too because when you launch an AR App the mobile camera comes into play but emulator has a hard time trying to connect camera even if you do manage it you will still be disappointed with the experience
I am having issues while running my project on low end machines. When I run a windows build on the following machine. Most of the 3D objects weren't showing up & some were showing up as pink:
DELL Optiplex 745
Intel (R) Core(TM)2Duo 2.20GHz
Bit OS, Windows 7
RAM: 2.00 GB
Video Card: Intel(R) Q965/Q963
Unity Version: 5.6.1f1
Upon investigating I came to know that Unity's minimum requirement for Windows is DirectX 9 with shader model 3.0 where as this system has shader model 2.0. I guess that is the reason its isn't working on this particular system. I tried creating a separate project & used some of the built-in shaders in it. Some of them work on the separate build (Like Standard shader works if Emission property is turned off. If I turn on emission the object doesn't show up in the scene) but when I try to add that same scene in my main project it doesn't work. I have also tried by changing all the materials to standard & turned off emission on my main project but still it doesn't work.
Can anyone guide me how I can resolve this issue? And is there a way for me to run my application on systems that don't support shader model 3.0. Or How can I setup a project on Unity that supports shader model 2.0?
In short, games typically are not locked to a specific graphic fidelity, rather the user is able to choose options like AA; bloom; ambient occussion and so forth which in relatity results in the application either choosing a preset of shaders (those marked low detail for example) or to regenerate new shaders based on the chosen options and tailored for the custom machine prior to the game launching.
You can always tell when the latter is occurring when a AAA game says "optimising shaders for your machine".
XNA had the concept of Reach and HiDef graphic profiles.
For more info, ask over at gamedev.net.
I have just completed my game with C# XNA 4.0 and when I compile and run it works perfectly.
I just have 1 question. What do I do next to package it all up and make it uploadable so people can download and play.
This is answered throughly on the MSDN page Distributing Your Finished Windows Game. Especially if you just want to use the simple, standard ClickOnce method of distribution.
The page Packing and Distributing Your Game has info if you're not doing a normal Windows distribution.
If you're looking for a bit more info, this answer here is probably worth reading.
for what? Windows Phone 7? Xbox?
go to: http://create.msdn.com for all the info you need on distribution
If you intend to use it on Xbox, try:
Create game for xbox
or Creator's Club
You will need a creator's club membership to post games on Xbox. Also, remember to change the input of you project to:
GamePadState gPad = GamePad.GetState();
if (gPad.Triggers.Left > 0.5)
{
//Game pad trigger is pressed
}
I want to start on a 2D game using C#, so I'm checking out my options.
XNA sounds good, but a few points are not very clear to me.
If I use XNA, can I just build my game and distribute my game as a standalone executable from my website ?
Or are there any catches ?
Do people need special libraries to play my game ? Do I have to pay MS to be able to distribute my game ?
Normally I'll write a program, build it, put the executable up for download and presto, anybody can download, install and use it.
Will it also work like this when using XNA or are there any restrictions ?
If you're a student your university/college whatever can provide you with a years free membership.
But if you're doing Windows only games, then there is no fee. Just include the necessary dependencies as already discussed and you're good to go.
At first my university was not on the list of valid locations, but it was soon sorted out.
People will need the XNA redistributable package which is automatically (downloaded and) installed if you create a game with the default installer.
You can distribute your application anyway you want. You can mail it to your friend only or you can record it on a disc and start selling it. People will only need .NET and XNA reditributable package which will be automatically downloaded and installed and they doesn't require paying any fees. I think you may need to pay something if you would like your game to be distributed on Xbox Live Marketplace (I know you can earn money from selling your game through Marketplace but I'm not sure if there isn't any initial fee to submit it).
If you want to deploy your XNA game to Xbox 360 as well, you need a creator's club premium membership, which will set you back something like $100 a year (it depends on your Xbox live currency as far as I can tell). Please see the FAQ for more info.
For Windows only games you don't need the membership.
You only need a membership if you want to distribute the game through XBox Live Indie games.
XNA is just an SDK. You can use it to develop a PC or an Xbox game. If you want to distribute to XBox then you have have to be a member of the XNA creators club.
If you want to distribute a PC game, then you can put the game up for free on your own website or do whatever you want. You could even make a codeplex project and make your game free open source.
Most people who write XNA PC games distribute through steam. I do not know what they charge.
You can write and develop an XNA game for absolutely nothing if you use Visual Studio C# express for your IDE, Blender for your modeling, XACT and Audacity for your audio, Inkscape for your vector graphics and fx composer for your shader authoring.
Most of the posts above are incorrect.
You only need the trial membership to deploy and debug on the Xbox 360, you don't need one for Windows development as there is currently no marketplace available for Windows Indie Games.
To get a "Trial Licence", that is a licence that allows you to deploy and debug to your Xbox 360 (But does not allow you to submit a game for peer review, playtesting or the XBox Indie Marketplace) there are a few methods:
DreamBuildPlay - The annual contest for developing games using XNA, generally making games for a particular theme such as Environment etc.. . By registering (Before 18th Jan 2010) you can get the free 12 Month trial.
Dreamspark - Website dedicated to students, personally i use MSDNAA but Dreamspark is more user friendly. By providing basic details of your course you can get a trial membership.
The Dreamspark website requires details that are generally only known to students, therefore if you're not a student it probably won't validate your request. Best thing to do is to use the DreamBuildPlay option, you don't have to submit an entry (Although it would be good practice to) and there is no need to be a student, it's open to everyone.
In terms of redistributing it to other people the development tool that you're using (Either Visual C# Express or Visual Studio) will allow you to package them in a way that makes it usable to other people.
Of course there is nothing stopping you from hosting the game on your own webspace and letting people sort it out for themselves =]
This link should get you in the right direction:
http://msdn.microsoft.com/en-us/library/bb464156.aspx
Hope this helps.
Trial Membership Links:
Dreamspark: - Dreamspark ,
DreamBuildPlay: - DreamBuildPlay
You can also develop a 2d XNA game and host it on a website through a silverlight plugin for free although it would be difficult because all XNA development would have to be in c# express and all Silverlight development would have to be in Web Developer express.