Okay, so our game is pretty much complete. But we want to check the settings and just make sure everything is all good. So the first thing we want to do is we want to just play a game and see if it works fine inside the inspector. Play it for a little bit. Awesome. Now we want to go over to a console.
And we'll see our logs here. Okay, Klara is working. Alrighty. Let's double click on that. It'll open up the appropriate script. And you will see a little debug log here.
We don't need that anymore. So we can just delete it. It's just unnecessarily overhead at this stage. We're about to release, press play again. Awesome. So everything is working.
Good. Fantastic. Then we want to actually go to our player and make sure we unmute the theme song here the audio source. Okay, so now if we press play We have our lovely music back. Awesome. So that works fun.
Then we want to go to File, Build Settings. And we want to run in Xcode has release. In Android, the settings will do just fine. And we go to heating go down to Player Settings. We can set a company name, product name, we can build our default icon and default cursor if we want to, which I don't know will be necessary for mobile. We can set up our icons in here.
I'll tell you that it'd be one by one the pixels are 120 pixel 120 pixels, etc. You can go through these settings you can say well, I only want to be landscape I only want to work in portrait. We don't need to work in portrait upside down or landscape vital landscape left. And these will be a little bit different depending on what depending on if you're building for Android or for iOS, but basically they're all set up pretty well how you want them. But I encourage you to go through these and check them out. Anyway.
However, I save all this, but when we export out of unity, so if I go to File, Build Settings, and I click Build, it's gone. I'm just going to dump it onto the desktop, in a folder called build. It will take its time to actually build the project. But what's actually happening is it's not actually building the game that will work just perfectly inside of iOS or Android is that booting the iOS Xcode project or the Android Studio project. So what does that mean? Well, there's an old saying in game development that I think I invented.
But basically, when I first started when I first created my first game, galaxy Q, in 2014, I thought that once I exported out of unity, I could just easily upload it to the iOS App Store. And everything would work just absolutely perfectly. And how wrong I was. There were tax forms needed to fill out for Japan. There were certain certificates on it'll download. I needed to prove that my computer was a worthy computer on 100 all these specific things for Apple to get my app onto the App Store under the pay of a fee of $150.
Android, it was much easier I just downloaded Android Studio open. The project manager was Do I followed the steps to complete things, and then I just uploaded it. And then within 24 hours it was there. So even if you don't get all the project settings perfect in this build, it's important that when you put your game over to Xcode or to Android Studio, that you can adjust them there. Now that my project is built, I can open it up, and I can see that this is the actual project that I will open up inside of Xcode. Now because I'm on a Windows computer, I'll need to actually open this inside of a Mac computer.
And I'm not on my Mac at the moment. But if you had an Android, if you build an Android app, it'd be, it'd be similar. And you'd be able to just open it up inside of Android Studio. So if you're on Android, I suggest typing in developer, a developer Android Studio. inside of Google, it'll come to a page like this and you'll just be able to download Android Studio and open up your project and follow the steps to get it on to the Android store. There is an entire manual here that you can read that will help you go through the step by step process.
And the same goes with Xcode here. So you can download that if you're on a Mac, and install your game on to your phone and start testing out to make sure everything works perfectly before uploading it to Apple or to Android. Now, why aren't I going through all these steps inside of this course? Well, because these steps change all the time. If I released two games on the iOS, and I released two games on Android, if I was to knit and I've got a lot of experience, Mecca, messing around with these two companies, if I was to make create a new game and upload it to the stores right now, the first thing I would do is come here and start reading this, this, this manual here because they're always changing the standards and you can't really keep up so So the best thing I can suggest that you do is you come here and you read exactly what needs needs to be done.
It's the admin part of game development. It's the boring part of game development. It's the frustrating part of game development. But once you get through this last little bit of fire, your game will be on the app store or on the Android store. And you'll have a game that you'll be able to show your family and friends and say, Hey, I made that. How awesome is that?
So all that's left to do is download Xcode, download Android Studio, get your app working on a phone, test it out, make sure everything works, and then follow the prompts inside of Xcode or Android Studio and get your game on the store. Congratulations. making it this far means you are now technically an indie game developer, because you've developed an indie game. I know it may not feel like it's your game because you follow the tutorial. But like I said, you can add your own little bit of flavor and your own little bit of things, but you now been able to see a project from start to finish and now it Exactly what goes into making a game. You'd be able to take these skills and the things that you've learned and the code that you've learned and the techniques that you've learned, and put them into your own projects, projects that you think by yourself.
I'm looking forward to seeing what you guys do with this project and until next time,