Chapter 21: Building the Project

So, we have reached a point where the game is mature enough that we can test it with real people. The problem is that we can't pretend people will install Unity, open a project, and hit Play. They will want to receive a nice executable file to double-click and play right away. In this chapter, we are going to discuss how we can convert our project into an easy-to-share executable format. Then, we will learn how to apply the profiling and debugging techniques we learned about in Chapter 20, Scene Performance Optimization, but this time on the build. After reading this chapter, you will be able to detect potential performance bottlenecks and know how to tackle the most common ones, leading to an increase in your ...

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