3.1. Run the Game
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Import your project first in the sample project. Please check the “Manage your project” for more details.
Please don't replace any plugins with updated/downgraded plugins which are already present in the sample sdk.
If you have any additional plugins used in the game, add them in the Plugins Folder.
Add your game name in Game enum inside WinzoController.cs Script
Add game config data that is required in your game with key-value pairs in the inspector on the GameConfig class present on the GameConfig gameobject in the MainScene in the Editor. It would be your game config that you will receive from the WinZO server after the integration in the main project.
Add a tag on your prefabs folder where your MainParent and InteractiveTute(If the game has interactive tutorial) exist. *Note: Name of your game in enum and asset bundle tag name must be the same.
Eg: If your game name is “Five Cards”, then the game enum should have it as “Five-Cards ”and the assetbundle tag should be named as “five-cards”.
Now, Create asset bundles. Note: For More details on asset bundles please read the “Create Asset Bundle” section.
After assetbundle has been created, delete all game assets (like prefabs, sprites,sounds, animation etc) except scripts, scriptable objects, shaders, json/text files etc, to check if the game is working fine with asset bundle or not.
Select “WinzoController” game object in MainScene and select you game in the inspector panel using “Game” dropdown. You will find there your game name which you have added in the enum.
Enable “isInteractableTutAvailable” to play interactive tutorial. (If present in the game, make sure it is disabled (default)).
Now. Click on Play Button.