#Building a game at runtime via a standalone build

1 messages · Page 1 of 1 (latest)

gloomy charm
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Hi, I am working on a project that requires me to be able to build a .apk or .exe file from a standalone build, outside the bounds of the Unity editor. After some research most results lead me to building my own external program to achieve this. Before I go down an even deeper rabbit whole and start developing the external program, I would like to get some insight from fellow game developers and Unity developers on this topic. What would be the best way to approach the?

lusty vigil
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isn't a standalone build itself the .exe/.apk

gloomy charm
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Yes it is, to elaborate and to give some context. The project is like a very simplified and dumbed down game engine, just drag and drop. We need the "levels" to be exported to their own executable. KInda like a game engine that allows you to make mini games.

chrome fog
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If all data that defines a "game" is within a file/format that can be read at runtime then that already solves the issue. You would just build the core project for the required platforms beforehand.
You can intergrate something like lua csharp to support scripting

GitHub

High performance Lua interpreter implemented in C# for .NET and Unity - nuskey8/Lua-CSharp

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More advanced solutions for logic exist such as webasm or loading managed libs but these have limitations or high complexity

gloomy charm
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Thanks I will look into it seems promising