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PIANO TILES aka DONT TAP THE WHITE TILES

UNITY3D INSTALLATION
Navigate to https://unity3d.com/unity/download in a web browser and download the latest version of
Unit3D (currently it is version 4.3.4 as of 5-19-2014)

Once your download has finished you will need to open the file and follow the instructions within the
Install Wizard to complete the installation for a standard free version to publish for android and web.
(You will have to buy a license of unity3D to publish to itunes)

SETUP ANDROID SDK


To create an Android app you need to install the Android SDK, which can be downloaded from:
http://developer.android.com/sdk/index.html
I have the SDK installed to c:\android-sdk-windows
Once the SDK is installed you need to add the Android 2.1 (API level 7) package. Run the SDK Manager
and use it to download the API level 7 packages.
See here for more info:

http://developer.android.com/sdk/installing/index.html#AddingComponents
Lastly, you will need to install the USB device drivers for your Android device. Whilst it is possible to use
the Android Emulator its performance is pretty bad (especially when emulating tablets) so you are much
better off testing on a real device. If you are using a Nexus device you can install USB drivers using the
SDK Manager, otherwise search the web for your devices drivers.
To test that everything is set up, plugin in your device, open a cmd prompt and run the following
commands :
cd \android-sdk-windows\platform-tools
adb devices

Your plugged in device should be listed. You may have to enable USB debugging for your device. Go to
Settings -> Applications -> Development and turn on USB debugging.
(Android SDK setup tutorial by Rabidgremlin)
http://blog.rabidgremlin.com/2012/03/10/tutorial-creating-your-first-unity-android-app/
OPENING PROJECT
After finished Unity3D installation, open the Scenes folder under Assets folder
../Assets/Scenes/
Open Preload Scene.

PS. To test the game, you have to be on Preload scene.


RESKINNING PROCESS
All Assets on this game can be modified directly outside Unity3D.
To re-skin the textures, all the images can be found under Textures folder
../Assets/Textures/
You can replace or edit each image but dont rename the file.
PS. If error occurred after replaced the assets, sometimes it because the texture is missing in Unity3D
inspector.
You may need to re-link the new asset to the inspector. (see image bellow)

ADD AND MODIFY SONGS


Song list can be found inside Songs Folder
../Assets/Songs/
There you can find list of songs in txt format.
You can add your own song, or modify existing song outside Unity3D program.
File name of the text files represent the name of the song.
The file contains list of numbers that will be rendered by SongHandler Script.
To modify or add your own song, you need to understand these few things:
HOW TO WRITE A SONG CODE
As you can see, the music played are consist of a strings divided by _ symbol.
the string is then parsed into some numbers, then used to call the suitable sound.
The number is presented as the normal number note.
As example:
1 is Do
2 is Re
3 is Mi

For higher note, add + (plus) before the note.


As example:
+1 is high Do
+2 is high Re
+3 is high Mi
There are also a way to write the low note, by adding - (minus) before the note.
As example:
-5 is low Sol
-6 is low La
-7 is low Si
Also for # note, just add # to increase the note by 1/2
As example:
4#
5#
+2#

To add your own song, create a new text file in this folder contains your string of notes, save it with your
song name.

Select GlobalObject on Hierarchy tab.

On the Inspector, in Song Handler Script, increase the Size variable.

Drag your song file to the new element created on the GlobalObject inspector.

INTEGRATING REVMOB
First, register at Revmob website here: https://www.revmobmobileadnetwork.com/, then add your app
to get your Revmob App ID.
Open GlobalScript with your editor (default using MonoDevelop). Quick search for REVMOB_APP_IDS.
Insert your Revmob App ID in the variable.

Example:
{ "Android", "53774be8580e682f03b0eeee"}
You will not see your ads when you press play on Unity3D. You will only see the ads when you run it on
your Device.
For default, the ads will be shown once every 3 times player game over. But you can change the delay
on the GlobalObject inspector.

Complete documentation of Revmob integration can be found here:


http://sdk.revmobmobileadnetwork.com/unity.html

PUBLISH TO ANDROID
To publish to PlayStore, we need to build the apk file first.
Select File menu, then choose Build Setting.

Make sure you have all the scenes on the Scenes in Build arranged like in the picture. If the
Scene in Build is empty, drag all the scenes there.

Choose Android Platform, then press the Player Setting button to show it on the Inspector.

Fill your company name, and then name your own Piano Tiles game (this will be the name of the
application on your Android device). You can also change the game icon there.

Still on the Inspector, open the Other Settings tab, then fill your Bundle Identifier (this will be
your application identifier for publishing on the PlayStore).

Open Publishing Settings. You may use existing keystroke (on the main folder of this project:
LessonKeystore.keystore, password: 123456) or create your own Keystroke (choose Create New
Keystroke, insert your password, on Alias, choose Create a new key -> fill the form).

Back to Build Settings window, then press Build.

UPLOAD TO PLAYSTORE
If you have no already signed up as a Google Play Store developer you will need to navigate to
https://play.google.com/apps/publish/signup/ and follow the instructions register a developer account
with Google and pay them the $25 registration fee.
Now once you have signed up and you are inside the Developer Console located at
https://play.google.com/apps/publish/ you will need to locate +Add new application button

Click that button and then you will be prompted to enter in your App title and upload your apk file.

Upload your APK and once that is complete you can navigate android icon to see your list of apps.

Once you are on this screen click your app "My Paino Tiles" Or whatever you named it and then you will
see the menu options to setup your store listing and setup your distribution

Once you have satisfied all the required fields(marked with *) in all 3 of the menus you will be ready to
publish your app via the button at the top right of the Developer Console. If there are any errors in your
submission/listing process Google will clearly define what they are and it is pretty easy to satisfy their
requirements.
Once you Publish your app it will take several hours for it to appear in the sote. Take a break and relax or
dance in anticipation! Soon it will be up and you can share it will all of your friends and famil! Best
wishes to you!
Advice* typically for a new app in the store you will need to wait about 1 -2 weeks for it to start picking
up some downloads/installs so for those first few days do not be disappointed. You will still need to
market your app but keep this thought in mind.

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