Create a batch file to generate Unity executable - batch-file

I'm trying to understand how Unity works, so I started to create simple scene in which I move a "player" in a 3D scenario that I create with Sketchup. Now I'm interested to automatize this process: I will create a simple batch file (for Windows or for OS X or for Linux) in which I just give in input the path to the folder in which is stored my 3D model and by pressing a button it generate an executable Unity file, that I can run on every device who can use Unity.
Can anyone help me? I took a look about the Unity doc, but I'm not sure if i did well or not.
Thank you

Related

How to lock an exe file?

(Sorry in advance, if I have the wrong tags)
Hello!
So I am trying to work on a personal WPF project which would allow the client application exe to download another application exe (Unity Application) and open it within the client exe's Grid. Everything is working fine.
But, I am wondering if there's a way to "lock" the downloaded application in a way that only my client exe can open the downloaded exe?
Here's the only solution I have thought of but not sure with
Check for command line arguments within the Unity Applications
This works well but people who knows about the existence of decompiler might be able to decode that I am trying to check the arguments, and input relevant data there. :(. So, it won't help too much?
Thanks for any insights.
-Kevin
There is no non-hackable solution, you can only make it harder for crackers to break into the app by code obfuscation (hard to read the code) + adding integrity checks (make sure that your app is not modified).. There are commecial apps out there to do this (ex. PreEmptive), and their solutions differ from each other, nothing is ultimate.
Anyway, You might make Unity Application read some file or some registry value that Client application has updated just before launching the Unity Application, along with command line args method that you mentioned..

Can't play godot game as a software in pc

I made a game in Godot and exported it in release mode in Desktop as exe file.
But, it also created a .pck file and a highscore.data file.
I want to create it as an installable application and I don't want the highscore file in front.
What can I do? I also want to publish it.
I am new in Godot and this is my first game.
Installers are usually wrappers, aside applications that extract the main app to specific directory. Godot doesn't provide functions to create one. If you really need installer, you can write one or just generate with tools like NSIS, Inno Setup and others...
Separate .pck file can be embeded by enabling "Embed Pck" option in export settings.
Screenshot
I'm not sure what highscore.data file is, but it looks like something creating from code. Use user:// prefix (like user://highscore.data) for file paths to create them in app_userdata directory (more in docs).
So if you use this two options, you will get a single .exe file with game.

Standalone Executable with Kivy?

I recently created my first Windows package for a small app I made using Kivy. I have a few questions with regard to running the app.
First, is there a way to get the app to run without a record log popping up in another window? It is just ugly and doesn't seem like something I want in my final "product".
Second, how can I run the app from my desktop? Right now I have a shortcut placed on my desktop, but if I wanted to send my app to a friend, how could I send it to them where they can simply have an icon on their desktop to click on?
Thanks!
The entire process is done in 2 steps.
Step 1: Make the windows executable files (not Python files)
You'll need to use PyInstaller to create EXE for Windows. Here's the link
https://kivy.org/doc/stable/guide/packaging-windows.html
You will notice a new folder created where all the files are kept along with the application executable file.
Step 2: Pack these into a Single Installer File (EXE you are looking for)
You can use a third part software like InstallForge to create a single package installer for these files.
This EXE file can be share with anyone and they can install the program just like any other windows software

Create a program that generate a Unity3D application

I'm trying to develop a simple program that should create a Unity3D application. I read the Unity manual in the section of Command line arguments and I wrote a simple C program in which the user can choose the Operating System and execute some Unity command.
I tried to use the command to create a new project and build the application for a target device and I saw that it works.
Now I designed a 3D model by using Sketchup and I generate a .obj file to import it in Unity. I've to import this model in Unity by using command line arguments, but I don't know how I can import this .obj file.
Does anyone know how I can to solve this problem?
I've just found this in the Unity Manual.
using UnityEngine;
using UnityEditor;
public class ImportAsset {
[MenuItem ("AssetDatabase/ImportExample")]
static void ImportExample ()
{
AssetDatabase.ImportAsset("Assets/Textures/texture.jpg", ImportAssetOptions.Default);
}
}
Massive assumption, especially given LearnCocos2D comment. If the commandline can run editor scripts, which this is one of, then you might be able to try the above out as a part of your build process.

Apple automator save as ### filename + extension selection

I'm trying to get some automator script going but I have no clue how to achieve it. It's like this:
in Processing I exported a batch of 1850 SVG's. These SVG's now have to be opened in an application called Cenon. This application can save SVG's as .hpgl files.
It's no problem to open a file in a specific application like Cenon when it's added to a folder. That works fine.
But how do I save this file in a specific extension like .hpgl and create a variable name? Because Cenon always opens a file with the name 'UNTITLED'.
So I need to do:
automatically open file one by one in Cenon
save file as .hpgl file
save file with variable name like (0001, 0002, 0003, 0004, 0005, etc.)
I hope someone can help me!!
Thanks in advance,
Fons.
First of all, let me make a distinction between two related technologies:
AppleEvents which are messages that can be used for different applications to communicate with each other, asking each other to do tasks.
AppleScript which is one kind of scripting language that can send and receive AppleEvents to and from Mac applications.
You can't use AppleEvents with Cenon but you still may be able to use AppleScript with Cenon. I know that you can't use AppleEvents with Cenon because I downloaded Cenon version 4.0.1 from the web and I tried to open up it's AppleEvent dictionary with the "AppleScript Editor.app" application that comes with OS X.
So, AppleEvents are out. This means the "tell" command in AppleScript can't tell the Cenon.app to do anything with AppleEvents, but you may still be able to use AppleScript.
AppleScript can be used by simulating user menu-selections and key strokes instead of using AppleEvents. Using AppleEvents would be better, but sometimes, using AppleScript, you have to go through the user interface.
An alternative to resorting to using AppleScript to simulate the user-interface (UI) would be to use a shell-command. It just seems to me that this would be a better solution, but you would have to find a Unix shell command that was compiled for Mac that would convert from .svg to .hpgl
If you really want to use AppleScript and Cenon.app, here is a link to study about using AppleScript going through the UI of an app:
http://www.macosxautomation.com/applescript/uiscripting/
AppleScript was originally designed to be a scripting language to take some of the functionality with application A, and then take some of the functionality of application B, etc, and glue it together with a little logic from AppleScript and empower the user to more easily automate their tasks.
AppleScript was designed to be an alternate user-interface, going through AppleEvents, but AppleEvents are not as widely supported as they could be by applications, so this kludgy solution of having AppleScript go through the GUI is commonly done.
Again, I think that a shell script would be a better solution for this problem and you could call is "solution.command" or you could embed the shell script into an Automator Workflow saved as an Application or embed the shell script within an AppleScript saved as an application. Either one work work.

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