When you build a project for the iOS platform Unity will create a folder that contains an XCode project. This project is required to compile and sign your app before deploying on devices, and it allows you to prepare and bundle your game for distribution on the App Store.
当你建立了一个iOS平台的项目,Unity将创建一个包含一个XCode项目的文件夹。在应用程序部署到设备上之前,这个项目需要编译和签名,可以让你来准备并捆绑你的游戏在App Store上的分发。
Before building the iOS project make sure that you set the Bundle Identifier in Player Settings. You may also choose the SDK version to run the game on the device or simulator.
在iOS项目构建前,请确保您在播放器设置中设置捆绑标识符(Bundle Identifier) 。您也可以选择SDK版本在设备或模拟器上运行游戏。
Classes folder (Classes文件夹)
This contains code that integrates the Unity Runtime and Objective-C. The contained files main.mm
and UnityAppController.mm/h
are the entry point of the application, and you can create your own AppDelegate, derived from UnityAppController. If you have plugins including AppController.h
you can simply include UnityAppController.h
instead. If you have AppController.mm/h
in Plugins/iOS folders you can merge and rename them.
Classes文件夹包含集成Unity实时运行和Objective-C的代码。所包含的文件main.mm和UnityAppController.mm/h是应用程序的入口点,你可以创建自己的AppDelegate,从UnityAppController派生。如果你有插件包含AppController.h你可以简单地用包含UnityAppController.h 替代。如果你有AppController.mm/h在插件/ iOS的文件夹,您可以合并和重新命名。
Also the iPhone_Profiler.h
file defines a compiler conditional to enable the Internal Profiler. This is a folder for code that doesn't change often, and you can place your custom classes here. The changes to this folder are preserved between builds when the append mode is selected, but this function doesn't support multiple build targets and requires a fixed structure of the Libraries
folder.
另外的iPhone_Profiler.h文件定义了一个编译器的条件来使用内部分析器。这是一个文件夹的代码并不经常更改,在这里您可以将您的自定义类。当append模式选择时,在构建之间到这个文件夹的改变被保存,但这个功能不支持多个构建目标,并需要一个固定的Libraries文件夹结构。
The Internal Profiler is fast and unobtrusive, and feeds basic information:
内部的Profiler快速和周到,并提供基本信息:
- which subsystem is taking most of the frame time, 该子系统大部分采用帧时间;
- .NET heap size, .NET堆大小;
- GC event count/duration. GC事件数/持续时间。
See built-in profiler for further information.
请参阅内置分析器的进一步信息。
Data folder (Data文件夹)
This contains the serialized game assets, and .NET assemblies (dll
files) as full code (or metadata if stripping is on). The machine.config
file is the setup for various .NET services such as security, WebRequest, and more. The content of this folder is refreshed with each build, and you should not modify it.
Data文件夹包含序列化的游戏资源和.NET程序集( dll文件)全部代码(或元数据,如果剥离被打开)。machine.config文件中的设置各种.NET服务,如安全、网页请求以及更多。每次构建都刷新该文件夹中的内容,你不应该修改它。
Libraries folder (Libraries文件夹)
This contains the .NET assemblies translated into ARM assembler (s
files). The libiPhone-lib.a
file is the Unity Runtime static library, and RegisterMonoModules.cpp
binds Unity native code with .NET. The content of this folder is refreshed with each build, and you should not modify it.
Libraries文件夹包含.NET程序集翻译成ARM汇编程序文件( s文件)。该的libiPhone-lib.a文件是Unity运行时静态库,以及RegisterMonoModules.cpp绑定Unity本地.NET代码改。该文件夹中的内容每次构建将刷新,你不应该修改它。
Other newly created custom folders 其他新创建的自定义文件夹
Your custom files can be placed here.
您的自定义文件可以放在这里。
Graphic files 图形文件
These are icons and splash screens (png
files). These files are automatically managed by Unity. You can setup them in Player Settings.
这些是图标和开机画面( png文件)。这些文件会由Unity自动管理。您可以在播放器设置设置它们。
Property List file 属性列表文件
The info.plist
is managed via Player Settings in Unity. This file is updated when building the player, instead of being replaced. You should not modify it unless it is really needed.
info.plist是通过在Unity的播放器设置中管理。在编译播放器时这个文件更新,而不是进行替换。如非必要,请不要修改它。
Other files 其他文件
These include the XCode Project file (xcodeproj
file), and framework links that are only shown in the Project Navigator.
这些包括Xcode项目文件( xcodeproj文件),和只显示在Project Navigator的framework链接。