Vous êtes sur la page 1sur 9

PIANO TILES: DONT TAP THE WHITE TILES

UNITY3D INSTALLATION
- this is instruction to download and install Unity3D 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-androidapp/
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
As example: 1
2
3

presented as the normal number note.


is Do
is Re
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.

1. Select GlobalObject on Hierarchy tab.


2. On the Inspector, in Song Handler Script, increase the Size variable.
3. 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.

1. 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.
2. Choose Android Platform, then press the Player Setting button to show it on
the Inspector.
3. 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.

4. 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).

5. 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).
6. Back to Build Settings window, then press Build.

UPLOAD TO PLAYSTORE
- instruction to upload to PlayStore -

Vous aimerez peut-être aussi