Install Unity for Samsung Smart TV is a simple process. It only requires an additional step beyond the standard installation.
Let’s start by downloading the installer Unity visiting the following link:
Once the download is complete, we run the installer and follow the steps to complete the process. This may take a moment because it downloads additional elements of Unity servers.
Now you have Unity 5 installed, the next step is that it can support the Samsung Smart TV. You have to install an additional package called Target Support Installer you can find here. There are two versions, one for Windows and one for Mac, download the appropriate version for your operating system and run the installer.
With both facilities already done, you can run Unity and see the new options specifically for Samsung Smart TV in the Build and Settings sections.
There are two main methods to send Builds a Samsung Smart TV from Unity. Both rely on sending these builds through the network connection.
However, before we can move forward with any method, we need to have installed in our Smart TV application called Unity Application Launcher. We can find this by searching the application store Samsung Apps. It is located in the category of information Store. This application is available for TV model 2013 onwards.
Once you install the launcher before proceeding with the following steps.
The simplest method is to send builds is to send the build directly to the launcher from the Unity editor. To do this we need the launcher running on our Smart TV. We also need the computer that sends the build is connected to the same network as the TV.
I will summarize the steps in the following list:
- We note the IP address that the Unity Application Launcher displays for TV.
- Connect a USB with enough free space to store the decompressed build on the Smart TV (1 GB is sufficient in most cases).
- Click File> Build Settings in the Unity editor running on your computer.
- A window appears with a drop-down menu titled Platform and select Samsung TV.
- Click Player Settings. We looked at the inspection window (right side by default). You will see a section called Publishing Settings give you here and below we enter the IP Address Device that we noted previously.
- We return to the Build Settings window and we click Build and Run. You will see the progress bar that appears. When the game will run alone in its Smart TV.
The second method is to send builds connected to the Unity Launcher via web browser. In the address bar of your browser we enter the IP address showing the launcher followed by the port number 8899 (Ex. 192.168.0.1:8899). You can see a couple of options here. You can download log files, just as remove builds that are already installed on the USB. You will see an option to explore, which will give click to find the .zip file Unity occurs when you create builds. Once you’ve selected the build you want, click on the upload button. The build should appear in the menu grid in the Smart TV once you have finished loading.
Now we got to the point where we can send builds to our Smart TV, worth investigating some of the settings that can be adjusted.
First of all, if you’re using Unity 5 you have access to the profiler. You access it by clicking Window and then select it, or also by pressing Ctrl – 7. For that matter? Well, when you open the Build Settings window you will realize that you have some options. If you select the option Build Development, the call option under Autoconnect Profiler is enabled. If you select this when you send the build and the game to run on the Smart TV it will be possible to receive performance metrics belonging to the Smart TV. This is very useful for detecting bottlenecks in performance.
Now that we remove that road, let’s look at Player Settings. The last time we copy the IP address of the Smart TV and Device Address entered the field.
Check out the first section called Resolution and Presentation. You’ll notice some options. If we remove the selection of Default is Native Resolution you can specify a custom resolution for your game run. Most of the time if we leave the option selected and do not specify custom resolution games will be played in 720p, then this is the place where we can change that to 1080p if your heart desires more pixels.
Now, if you own Unity Pro you can select a splash screen (it is displayed right after the game runs the Smart Hub) in the category Splash Image. Ensures that the selected image has a resolution high enough to cover the entire screen.
You are moving to the more baffling category Other Settings you will see a pretty long list of options. For now, I will cover the Rendering header. In this heading you’ll notice:
Rendering Path: The two most important options are Forward and Deferred remember. To make the story short Forward Rendering is generally faster than Deferred rendering but you lose the ability to have and most limited shadows and lighting options.
Multithreaded Rendering: Most likely this will improve the performance of your game will most likely leave it selected.
Static Batching: Again, it’s likely that this improves performance. Batching is the technique that fuses like on a larger object to reduce the number of elements needed to draw.
Dynamic Batching: Similar to Static Batching, but with some CPU load, because objects are merged at runtime the game. You may want to consider disabling this if you find that the CPU is being sobreutilazada for this work. Most of the time you should leave selected as the last two options.