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Question by JayMHelpsU · Apr 14, 2012 at 09:14 PM · gamefilescompilefolders

How do i make my built project look more professional

Hi everyone, i know the following question may sound a little rediculous but here it goes. When i build my project (Unity3d Free) i only get a single file .exe, i was wondering if there was any way to make the game built in files, folders and a .exe . I know it sounds stupid but i want it to look like a proffesional game with various files and folders. Thanks in advance

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avatar image FLASHDENMARK · Apr 14, 2012 at 09:40 PM 1
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Fair enough, but may I ask why? Just for the sake of it?

avatar image JayMHelpsU · Apr 14, 2012 at 09:46 PM 0
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I want it to look like current professional games have atm, like $$anonymous$$W2 where all the levels are external(thats the main thing im wanting to achive) and the product registration files are all keep safe, i just want to be able to LoadLevelAsync and Product registration like a professional game does. Thanks for the reply

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Answer by Atrius · Apr 15, 2012 at 05:34 AM

The best way to do this would be with Asset Bundles, which allow you to create alternate asset bundles that you can load on demand. However that is a Pro feature.

You have the ability to create a Resources folder which stores content that can be loaded on demand, however when you build your game all of the assets in the Resources folder get packed into resources.assets, resources shared across all of the scenes get packed into a sharedresources.assets file.

If you are currently not using the Resources folder, you could add DLC to the Resources folder and load it on demand using Resource.Load() scripts. Then whenever you create new DLC you have to supply a new resources.assets file. However this file would include ALL content in the resources folder, not specific parts of it. Without asset bundles you can't split it up.

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Answer by HomeSpunGames · Apr 15, 2012 at 01:40 AM

I understand that you want your game to look more professional, but why would you want to add more complication to the user? A single .exe is much easier for your players to install and run. I honestly don't even think it is possible, because of the way Unity is designed to compile your final project. If it is piracy that you are worried about with a single .exe, you will most likely have to add that into your actual game.

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avatar image JayMHelpsU · Apr 15, 2012 at 03:46 AM 0
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I just want to have external levels and use LoadLevelAsync, this way i will be able to have DLC map packs :)

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