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β€Ž_data/learnindex.jsonβ€Ž

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β€Ž_data/localeindex.jsonβ€Ž

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"translation": "Translation by Fabrizio Codello",
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"urlprefix": "it"
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},
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{
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"active": true,
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"locale": "ko",
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"name": "\ud55c\uad6d\uc5b4 (Korean)",
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"translation": "Translation by Kiman Kim",
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"urlprefix": "ko"
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},
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{
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"active": true,
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"locale": "pl",
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The `adb` command line tool is an easy to use and versatile program that is used to interact with Android devices. You can download and install `adb` as part of the Android SDK Platform-Tools, for Mac, Linux or Windows.
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`adb` μ»€λ§¨λ“œ 라인 λ„κ΅¬λŠ” Android 기기와 μƒν˜Έμž‘μš©ν•˜λŠ” 데 μ‚¬μš©ν•˜λŠ”, μ‚¬μš©ν•˜κΈ° 쉽고 λ‹€μš©λ„λ‘œ ν™œμš©ν•  수 μžˆλŠ” ν”„λ‘œκ·Έλž¨μž…λ‹ˆλ‹€. Mac, Linux, Windows용 Android SDK Platform-Tools의 μΌλΆ€λ‘œ `adb`λ₯Ό λ‹€μš΄λ‘œλ“œν•˜κ³  μ„€μΉ˜ν•  수 μžˆμŠ΅λ‹ˆλ‹€.
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Download the Android SDK Platform-Tools from: https://developer.android.com/studio/releases/platform-tools. You find the *adb* tool in */platform-tools/*. Alternatively, platform specific packages can be installed through respective package managers.
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Android SDK Platform-ToolsλŠ” https://developer.android.com/studio/releases/platform-tools μ—μ„œ λ‹€μš΄λ‘œλ“œν•˜μ„Έμš”. *adb* λ„κ΅¬λŠ” */platform-tools/* μ•ˆμ— μžˆμŠ΅λ‹ˆλ‹€. λ˜λŠ” ν”Œλž«νΌλ³„ νŒ¨ν‚€μ§€λ₯Ό 각 νŒ¨ν‚€μ§€ λ§€λ‹ˆμ €λ₯Ό 톡해 μ„€μΉ˜ν•  수 μžˆμŠ΅λ‹ˆλ‹€.
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On Ubuntu Linux:
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Ubuntu Linux:
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```
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$ sudo apt-get install android-tools-adb
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```
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On Fedora 18/19:
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Fedora 18/19:
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```
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$ sudo yum install android-tools
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```
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On macOS (Homebrew)
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macOS (Homebrew)
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```
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$ brew cask install android-platform-tools
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```
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You can verify that `adb` works by connecting your Android device to your computer via USB and issue the following command:
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Android κΈ°κΈ°λ₯Ό USB둜 컴퓨터에 μ—°κ²°ν•œ λ‹€μŒ λ‹€μŒ λͺ…령을 μ‹€ν–‰ν•˜μ—¬ `adb`κ°€ μž‘λ™ν•˜λŠ”μ§€ 확인할 수 μžˆμŠ΅λ‹ˆλ‹€.
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```
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$ adb devices
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List of devices attached
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31002535c90ef000 device
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```
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If your device does not show up, verify that you have enabled *USB debugging* on the Android device. Open the device *Settings* and look for *Developer options* (or *Development*).
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κΈ°κΈ°κ°€ ν‘œμ‹œλ˜μ§€ μ•ŠμœΌλ©΄ Android κΈ°κΈ°μ—μ„œ *USB debugging*이 ν™œμ„±ν™”λ˜μ–΄ μžˆλŠ”μ§€ ν™•μΈν•˜μ„Έμš”. 기기의 *Settings*λ₯Ό μ—΄κ³  *Developer options*(λ˜λŠ” *Development*)λ₯Ό μ°ΎμœΌμ„Έμš”.
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![Enable USB debugging](../images/android/usb_debugging.png)
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![USB debugging ν™œμ„±ν™”](../images/android/usb_debugging.png)
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#### Q: Is it possible to hide the navigation and status bars on Android?
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A: Yes, set the *immersive_mode* setting in the *Android* section of your *game.project* file. This lets your app take over the whole screen and capture all touch events on the screen.
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#### Q: Androidμ—μ„œ navigation bar와 status barλ₯Ό 숨길 수 μžˆλ‚˜μš”?
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A: 예, *game.project* 파일의 *Android* μ„Ήμ…˜μ—μ„œ *immersive_mode* 섀정값을 μ„€μ •ν•˜μ„Έμš”. μ΄λ ‡κ²Œ ν•˜λ©΄ 앱이 전체 화면을 μ‚¬μš©ν•˜κ³  ν™”λ©΄μ˜ λͺ¨λ“  ν„°μΉ˜ 이벀트λ₯Ό μΊ‘μ²˜ν•  수 μžˆμŠ΅λ‹ˆλ‹€.
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#### Q: Why am I'm getting "Failure [INSTALL_PARSE_FAILED_INCONSISTENT_CERTIFICATES]" when installing a Defold game on device?
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A: Android detects that you try to install the app with a new certificate. When bundling debug builds, each build will be signed with a temporary certificate. Uninstall the old app before installing the new version:
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#### Q: Defold κ²Œμž„μ„ 기기에 μ„€μΉ˜ν•  λ•Œ "Failure [INSTALL_PARSE_FAILED_INCONSISTENT_CERTIFICATES]"κ°€ ν‘œμ‹œλ˜λŠ” μ΄μœ λŠ” λ¬΄μ—‡μΈκ°€μš”?
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A: AndroidλŠ” μƒˆ μΈμ¦μ„œλ‘œ 앱을 μ„€μΉ˜ν•˜λ €κ³  ν•˜λŠ” 것을 κ°μ§€ν•©λ‹ˆλ‹€. 디버그 λΉŒλ“œλ₯Ό λ²ˆλ“€λ§ν•  λ•ŒλŠ” 각 λΉŒλ“œκ°€ μž„μ‹œ μΈμ¦μ„œλ‘œ μ„œλͺ…λ©λ‹ˆλ‹€. μƒˆ 버전을 μ„€μΉ˜ν•˜κΈ° 전에 이전 앱을 μ œκ±°ν•˜μ„Έμš”:
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```
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$ adb uninstall com.defold.examples
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```
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#### Q: Why am I getting errors about conflicting properties in AndroidManifest.xml when building with certain extensions?
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A: This can happen when two or more extensions provide an Android Manifest stub containing the same property tag but with different values. This has for instance happened with Firebase and AdMob. The build error looks similar to this:
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#### Q: νŠΉμ • μ΅μŠ€ν…μ…˜μœΌλ‘œ λΉŒλ“œν•  λ•Œ AndroidManifest.xmlμ—μ„œ μΆ©λŒν•˜λŠ” ν”„λ‘œνΌν‹°μ— λŒ€ν•œ 였λ₯˜κ°€ ν‘œμ‹œλ˜λŠ” μ΄μœ λŠ” λ¬΄μ—‡μΈκ°€μš”?
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A: 두 개 μ΄μƒμ˜ μ΅μŠ€ν…μ…˜μ΄ 같은 ν”„λ‘œνΌν‹° νƒœκ·Έλ₯Ό ν¬ν•¨ν•˜μ§€λ§Œ μ„œλ‘œ λ‹€λ₯Έ 값을 κ°€μ§„ Android Manifest stub을 μ œκ³΅ν•  λ•Œ λ°œμƒν•  수 μžˆμŠ΅λ‹ˆλ‹€. 예λ₯Ό λ“€μ–΄ Firebase와 AdMobμ—μ„œ 이런 일이 λ°œμƒν•œ 적이 μžˆμŠ΅λ‹ˆλ‹€. λΉŒλ“œ 였λ₯˜λŠ” λ‹€μŒκ³Ό λΉ„μŠ·ν•©λ‹ˆλ‹€:
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```
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SEVERE: /tmp/job4531953598647135356/upload/AndroidManifest.xml:32:13-58
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Error: Attribute property#android.adservices.AD_SERVICES_CONFIG@resource
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value=(@xml/ga_ad_services_config) from AndroidManifest.xml:32:13-58 is also
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present at AndroidManifest.xml:92:13-59 value=(@xml/gma_ad_services_config).
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Suggestion: add 'tools:replace="android:resource"' to <property> element at
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AndroidManifest.xml to override.
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AndroidManifest.xml to override.
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```
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You can read more about the issue and the workaround in reported Defold issue [#9453](https://github.com/defold/defold/issues/9453#issuecomment-2367367269) and Google issue [#327696048](https://issuetracker.google.com/issues/327696048?pli=1).
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이 λ¬Έμ œμ™€ 우회 방법에 λŒ€ν•œ μžμ„Έν•œ λ‚΄μš©μ€ 보고된 Defold 이슈 [#9453](https://github.com/defold/defold/issues/9453#issuecomment-2367367269)와 Google 이슈 [#327696048](https://issuetracker.google.com/issues/327696048?pli=1)μ—μ„œ 읽을 수 μžˆμŠ΅λ‹ˆλ‹€.
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## Apple κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈ
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## Apple Privacy Manifest
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κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈλŠ” μ•± λ˜λŠ” μ„œλ“œνŒŒν‹° SDKκ°€ μˆ˜μ§‘ν•˜λŠ” 데이터 μœ ν˜•κ³Ό μ•± λ˜λŠ” μ„œλ“œνŒŒν‹° SDKκ°€ μ‚¬μš©ν•˜λŠ” ν•„μˆ˜ μ‚¬μœ  API(required reasons API)λ₯Ό κΈ°λ‘ν•˜λŠ” ν”„λ‘œνΌν‹° λ¦¬μŠ€νŠΈμž…λ‹ˆλ‹€. μ•± λ˜λŠ” μ„œλ“œνŒŒν‹° SDKκ°€ μˆ˜μ§‘ν•˜λŠ” 각 데이터 μœ ν˜•κ³Ό μ‚¬μš©ν•˜λŠ” ν•„μˆ˜ μ‚¬μœ  API μΉ΄ν…Œκ³ λ¦¬λ§ˆλ‹€, μ•± λ˜λŠ” μ„œλ“œνŒŒν‹° SDKλŠ” λ²ˆλ“€μ— ν¬ν•¨λœ κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈ νŒŒμΌμ— κ·Έ μ‚¬μœ λ₯Ό 기둝해야 ν•©λ‹ˆλ‹€.
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The privacy manifest is a property list that records the types of data collected by your app or third-party SDK, and the required reasons APIs your app or third-party SDK uses. For each type of data your app or third-party SDK collects and category of required reasons API it uses, the app or third-party SDK needs to record the reasons in its bundled privacy manifest file.
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DefoldλŠ” *game.project* 파일의 Privacy Manifest ν•„λ“œλ₯Ό 톡해 κΈ°λ³Έ κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈλ₯Ό μ œκ³΅ν•©λ‹ˆλ‹€. μ–΄ν”Œλ¦¬μΌ€μ΄μ…˜ λ²ˆλ“€μ„ λ§Œλ“€ λ•Œ κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈλŠ” ν”„λ‘œμ νŠΈ 쒅속성에 μžˆλŠ” λͺ¨λ“  κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈμ™€ λ³‘ν•©λ˜μ–΄ μ–΄ν”Œλ¦¬μΌ€μ΄μ…˜ λ²ˆλ“€μ— ν¬ν•¨λ©λ‹ˆλ‹€.
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Defold provides a default privacy manifest through the Privacy Manifest field in the *game.project* file. When creating an application bundle the privacy manifest will be merged with any privacy manifests in the project dependencies and included in the application bundle.
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Read more about privacy manifests in the [official documentation from Apple](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc).
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κ°œμΈμ •λ³΄ 보호 λ©”λ‹ˆνŽ˜μŠ€νŠΈμ— λŒ€ν•œ μžμ„Έν•œ λ‚΄μš©μ€ [Apple 곡식 λ¬Έμ„œ](https://developer.apple.com/documentation/bundleresources/privacy_manifest_files?language=objc)λ₯Ό μ½μ–΄λ³΄μ„Έμš”.
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The *Blend Mode* property defines how the component graphics should be blended with the graphics behind it. These are the available blend modes and how they are calculated:
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*Blend Mode* ν”„λ‘œνΌν‹°λŠ” μ»΄ν¬λ„ŒνŠΈ κ·Έλž˜ν”½μ„ κ·Έ 뒀에 μžˆλŠ” κ·Έλž˜ν”½κ³Ό μ–΄λ–»κ²Œ λΈ”λ Œλ”©ν• μ§€ μ •μ˜ν•©λ‹ˆλ‹€. μ‚¬μš© κ°€λŠ₯ν•œ λΈ”λ Œλ“œ λͺ¨λ“œμ™€ 계산 방식은 λ‹€μŒκ³Ό κ°™μŠ΅λ‹ˆλ‹€:
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: Normal blending: `src.a * src.rgb + (1 - src.a) * dst.rgb`
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: 일반 λΈ”λ Œλ”©: `src.a * src.rgb + (1 - src.a) * dst.rgb`
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: Brighten the background with the color values of the corresponding pixels of the component: `src.rgb + dst.rgb`
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: μ»΄ν¬λ„ŒνŠΈμ˜ λŒ€μ‘ν•˜λŠ” ν”½μ…€ 색상 κ°’μœΌλ‘œ 배경을 밝게 ν•©λ‹ˆλ‹€: `src.rgb + dst.rgb`
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: Darken the background with values of the corresponding pixels of the component: `src.rgb * dst.rgb`
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: μ»΄ν¬λ„ŒνŠΈμ˜ λŒ€μ‘ν•˜λŠ” ν”½μ…€ κ°’μœΌλ‘œ 배경을 μ–΄λ‘‘κ²Œ ν•©λ‹ˆλ‹€: `src.rgb * dst.rgb`
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: Opposite of Multiply. Brighten background and values of the corresponding pixels of the component: `src.rgb - dst.rgb * dst.rgb`
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: Multiply의 λ°˜λŒ€μž…λ‹ˆλ‹€. μ»΄ν¬λ„ŒνŠΈμ˜ λŒ€μ‘ν•˜λŠ” ν”½μ…€ κ°’κ³Ό 배경을 밝게 ν•©λ‹ˆλ‹€: `src.rgb - dst.rgb * dst.rgb`
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## Build variants
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## λΉŒλ“œ λ³€ν˜•
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When you bundle a game, you need to choose what type of engine you wish to use. You have three basic options:
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κ²Œμž„μ„ λ²ˆλ“€λ§ν•  λ•ŒλŠ” μ‚¬μš©ν•  μ—”μ§„ μœ ν˜•μ„ 선택해야 ν•©λ‹ˆλ‹€. κΈ°λ³Έ μ˜΅μ…˜μ€ μ„Έ κ°€μ§€μž…λ‹ˆλ‹€:
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These different versions are also referred to as `Build variants`
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이 μ„œλ‘œ λ‹€λ₯Έ 버전은 `Build variants`라고도 λΆ€λ¦…λ‹ˆλ‹€.
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<div class='sidenote' markdown='1'>
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When you choose <kbd>Project β–Έ Build</kbd> you'll always get the debug version.
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<kbd>Project β–Έ Build</kbd>λ₯Ό μ„ νƒν•˜λ©΄ 항상 디버그 버전이 λ§Œλ“€μ–΄μ§‘λ‹ˆλ‹€.
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</div>
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### Debug
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This type of executable is typically used during development of a game as it has several useful debugging features included:
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이 μœ ν˜•μ˜ μ‹€ν–‰ νŒŒμΌμ€ μ—¬λŸ¬ μœ μš©ν•œ 디버깅 κΈ°λŠ₯을 ν¬ν•¨ν•˜κ³  μžˆμœΌλ―€λ‘œ 일반적으둜 κ²Œμž„ 개발 쀑에 μ‚¬μš©λ©λ‹ˆλ‹€:
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* Profiler - Used for gathering performance and usage counters. Learn how to use the profiler in the [Profiling manual](/manuals/profiling/).
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* Logging - The engine will log system information, warnings and errors when logging is enabled. The engine will also output logs from the Lua `print()` function and from native extensions logging using `dmLogInfo()`, `dmLogError()` and so on. Learn how to read these logs in the [Game and System Logs manual](https://defold.com/manuals/debugging-game-and-system-logs/).
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* Hot reload - Hot-reload is a powerful feature which lets a developer reload resource while the game is running. Learn how to use this in the [Hot-Reload manual](https://defold.com/manuals/hot-reload/).
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* Engine services - It is possible to connect to and interact with a debug version of a game through a number of different open TCP ports and services. The services include the hot-reload feature, remote log access and the profiler mentioned above, but also other services to remotely interact with the engine. Learn more about the engine services [in the developer documentation](https://github.com/defold/defold/blob/dev/engine/docs/DEBUG_PORTS_AND_SERVICES.md).
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* ν”„λ‘œνŒŒμΌλŸ¬ - μ„±λŠ₯ 및 μ‚¬μš©λŸ‰ μΉ΄μš΄ν„°λ₯Ό μˆ˜μ§‘ν•˜λŠ” 데 μ‚¬μš©λ©λ‹ˆλ‹€. ν”„λ‘œνŒŒμΌλŸ¬ μ‚¬μš© 방법은 [ν”„λ‘œνŒŒμΌλ§ 맀뉴얼](/manuals/profiling/)μ—μ„œ ν™•μΈν•˜μ„Έμš”.
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* λ‘œκΉ… - λ‘œκΉ…μ΄ ν™œμ„±ν™”λ˜μ–΄ 있으면 엔진이 μ‹œμŠ€ν…œ 정보, κ²½κ³ , 였λ₯˜λ₯Ό λ‘œκ·Έμ— κΈ°λ‘ν•©λ‹ˆλ‹€. 엔진은 Lua `print()` ν•¨μˆ˜μ˜ λ‘œκ·Έμ™€ `dmLogInfo()`, `dmLogError()` 등을 μ‚¬μš©ν•˜λŠ” λ„€μ΄ν‹°λΈŒ μ΅μŠ€ν…μ…˜μ˜ λ‘œκ·Έλ„ 좜λ ₯ν•©λ‹ˆλ‹€. μ΄λŸ¬ν•œ 둜그λ₯Ό μ½λŠ” 방법은 [κ²Œμž„ 및 μ‹œμŠ€ν…œ 둜그 맀뉴얼](https://defold.com/manuals/debugging-game-and-system-logs/)μ—μ„œ ν™•μΈν•˜μ„Έμš”.
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* ν•« λ¦¬λ‘œλ“œ - ν•« λ¦¬λ‘œλ“œλŠ” κ²Œμž„μ΄ μ‹€ν–‰ 쀑일 λ•Œ κ°œλ°œμžκ°€ λ¦¬μ†ŒμŠ€λ₯Ό λ‹€μ‹œ λ‘œλ“œν•  수 있게 ν•΄ μ£ΌλŠ” κ°•λ ₯ν•œ κΈ°λŠ₯μž…λ‹ˆλ‹€. μ‚¬μš© 방법은 [ν•« λ¦¬λ‘œλ“œ 맀뉴얼](https://defold.com/manuals/hot-reload/)μ—μ„œ ν™•μΈν•˜μ„Έμš”.
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* μ—”μ§„ μ„œλΉ„μŠ€ - μ—¬λŸ¬ μ—΄λ¦° TCP ν¬νŠΈμ™€ μ„œλΉ„μŠ€λ₯Ό 톡해 κ²Œμž„μ˜ 디버그 버전에 μ—°κ²°ν•˜κ³  μƒν˜Έμž‘μš©ν•  수 μžˆμŠ΅λ‹ˆλ‹€. 이 μ„œλΉ„μŠ€μ—λŠ” μœ„μ—μ„œ μ–ΈκΈ‰ν•œ ν•« λ¦¬λ‘œλ“œ κΈ°λŠ₯, 원격 둜그 μ•‘μ„ΈμŠ€, ν”„λ‘œνŒŒμΌλŸ¬λΏ μ•„λ‹ˆλΌ μ—”μ§„κ³Ό μ›κ²©μœΌλ‘œ μƒν˜Έμž‘μš©ν•˜κΈ° μœ„ν•œ λ‹€λ₯Έ μ„œλΉ„μŠ€λ„ ν¬ν•¨λ©λ‹ˆλ‹€. μ—”μ§„ μ„œλΉ„μŠ€μ— λŒ€ν•œ μžμ„Έν•œ λ‚΄μš©μ€ [개발자 λ¬Έμ„œ](https://github.com/defold/defold/blob/dev/engine/docs/DEBUG_PORTS_AND_SERVICES.md)μ—μ„œ ν™•μΈν•˜μ„Έμš”.
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### Release
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This variant has the debugging features disabled. This options should be chosen when the game is ready to be released to the app store or in other ways shared with players. It is not recommended to release a game with the debugging features enabled for a number of reasons:
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이 λ³€ν˜•μ€ 디버깅 κΈ°λŠ₯이 λΉ„ν™œμ„±ν™”λ˜μ–΄ μžˆμŠ΅λ‹ˆλ‹€. κ²Œμž„μ„ μ•± μŠ€ν† μ–΄μ— λ¦΄λ¦¬μŠ€ν•˜κ±°λ‚˜ λ‹€λ₯Έ λ°©μ‹μœΌλ‘œ ν”Œλ ˆμ΄μ–΄μ—κ²Œ κ³΅μœ ν•  μ€€λΉ„κ°€ λ˜μ—ˆμ„ λ•Œ 이 μ˜΅μ…˜μ„ 선택해야 ν•©λ‹ˆλ‹€. λ‹€μŒκ³Ό 같은 μ—¬λŸ¬ 이유둜 디버깅 κΈ°λŠ₯이 ν™œμ„±ν™”λœ κ²Œμž„μ„ λ¦΄λ¦¬μŠ€ν•˜λŠ” 것은 ꢌμž₯λ˜μ§€ μ•ŠμŠ΅λ‹ˆλ‹€:
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* The debugging features take up a little bit of size in the binary, and [it is a best practice to try to keep the binary size of a released game as small as possible](https://defold.com/manuals/optimization/#optimize-application-size).
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* The debugging features takes a little bit of CPU time as well. This can impact the performance of the game if a user has a low-end hardware. On mobile phones the increased CPU usage will also contribute to heating and battery drain.
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* The debugging features may expose information about the game that is not intended for the eyes of the players, either from a security, cheating or fraud perspective.
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* 디버깅 κΈ°λŠ₯은 λ°”μ΄λ„ˆλ¦¬μ—μ„œ μ•½κ°„μ˜ 크기λ₯Ό μ°¨μ§€ν•˜λ©°, [릴리슀된 κ²Œμž„μ˜ λ°”μ΄λ„ˆλ¦¬ 크기λ₯Ό κ°€λŠ₯ν•œ ν•œ μž‘κ²Œ μœ μ§€ν•˜λŠ” 것이 λͺ¨λ²” μ‚¬λ‘€μž…λ‹ˆλ‹€](https://defold.com/manuals/optimization/#optimize-application-size).
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* 디버깅 κΈ°λŠ₯은 CPU μ‹œκ°„λ„ μ•½κ°„ μ‚¬μš©ν•©λ‹ˆλ‹€. μ‚¬μš©μžκ°€ 저사양 ν•˜λ“œμ›¨μ–΄λ₯Ό μ‚¬μš©ν•˜λŠ” 경우 κ²Œμž„ μ„±λŠ₯에 영ν–₯을 쀄 수 μžˆμŠ΅λ‹ˆλ‹€. λͺ¨λ°”일 ν°μ—μ„œλŠ” CPU μ‚¬μš©λŸ‰ 증가가 λ°œμ—΄κ³Ό 배터리 μ†Œλͺ¨μ—λ„ 영ν–₯을 μ€λ‹ˆλ‹€.
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* 디버깅 κΈ°λŠ₯은 λ³΄μ•ˆ, μΉ˜νŒ… λ˜λŠ” λΆ€μ •ν–‰μœ„ κ΄€μ μ—μ„œ ν”Œλ ˆμ΄μ–΄μ—κ²Œ κ³΅κ°œλ˜μ–΄μ„œλŠ” μ•ˆ λ˜λŠ” κ²Œμž„ 정보λ₯Ό λ…ΈμΆœν•  수 μžˆμŠ΅λ‹ˆλ‹€.
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### Headless
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This executable runs without any graphics and sound. It means that you can run the game unit/smoke tests on a CI server, or even have it as a game server in the cloud.
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이 μ‹€ν–‰ νŒŒμΌμ€ κ·Έλž˜ν”½κ³Ό μ‚¬μš΄λ“œ 없이 μ‹€ν–‰λ©λ‹ˆλ‹€. 즉 CI μ„œλ²„μ—μ„œ κ²Œμž„ μœ λ‹›/슀λͺ¨ν¬ ν…ŒμŠ€νŠΈλ₯Ό μ‹€ν–‰ν•˜κ±°λ‚˜, ν΄λΌμš°λ“œμ—μ„œ κ²Œμž„ μ„œλ²„λ‘œ μ‚¬μš©ν•  μˆ˜λ„ μžˆμŠ΅λ‹ˆλ‹€.

β€Ž_includes/shared/ko/bundle-resources.mdβ€Ž

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Bundle resources are additional files and folders located as a part of your application bundle using the [*Bundle Resources* field](/manuals/project-settings/#bundle-resources) in *game.project*.
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λ²ˆλ“€ λ¦¬μ†ŒμŠ€λŠ” *game.project*의 [*Bundle Resources* ν•„λ“œ](/manuals/project-settings/#bundle-resources)λ₯Ό μ‚¬μš©ν•΄ μ–΄ν”Œλ¦¬μΌ€μ΄μ…˜ λ²ˆλ“€μ˜ μΌλΆ€λ‘œ λ°°μΉ˜λ˜λŠ” μΆ”κ°€ 파일과 ν΄λ”μž…λ‹ˆλ‹€.
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The *Bundle Resources* field should contain a comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example `/res`. The resource directory must contain subfolders named by `platform`, or `architecture-platform`.
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*Bundle Resources* ν•„λ“œμ—λŠ” λ²ˆλ“€λ§ν•  λ•Œ κ²°κ³Ό νŒ¨ν‚€μ§€μ— κ·ΈλŒ€λ‘œ 볡사해야 ν•˜λŠ” λ¦¬μ†ŒμŠ€ 파일과 폴더가 λ“€μ–΄ μžˆλŠ” λ””λ ‰ν† λ¦¬μ˜ μ‰Όν‘œλ‘œ κ΅¬λΆ„λœ λͺ©λ‘μ„ μž…λ ₯ν•΄μ•Ό ν•©λ‹ˆλ‹€. λ””λ ‰ν† λ¦¬λŠ” ν”„λ‘œμ νŠΈ 루트 κΈ°μ€€μ˜ μ ˆλŒ€ 경둜둜 μ§€μ •ν•΄μ•Ό ν•˜λ©°, 예λ₯Ό λ“€λ©΄ `/res`μž…λ‹ˆλ‹€. λ¦¬μ†ŒμŠ€ λ””λ ‰ν† λ¦¬μ—λŠ” `platform` λ˜λŠ” `architecture-platform` μ΄λ¦„μ˜ μ„œλΈŒν΄λ”κ°€ μžˆμ–΄μ•Ό ν•©λ‹ˆλ‹€.
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Supported platforms are `ios`, `android`, `osx`, `win32`, `linux`, `web`, `switch` A subfolder named `common` is also allowed, containing resource files common for all platforms. Example:
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μ§€μ›λ˜λŠ” ν”Œλž«νΌμ€ `ios`, `android`, `osx`, `win32`, `linux`, `web`, `switch`μž…λ‹ˆλ‹€. λͺ¨λ“  ν”Œλž«νΌμ— κ³΅ν†΅μœΌλ‘œ μ“°μ΄λŠ” λ¦¬μ†ŒμŠ€ νŒŒμΌμ„ λ‹΄λŠ” `common`μ΄λΌλŠ” μ΄λ¦„μ˜ μ„œλΈŒν΄λ”λ„ ν—ˆμš©λ©λ‹ˆλ‹€. 예:
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```
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res
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└── filepaths.xml
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```
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You can use [`sys.get_application_path()`](/ref/stable/sys/#sys.get_application_path:) to get the path to where the application is stored. Use this application base path to create the final absolute path to the files you need access to. Once you have the absolute path of these files you can use the `io.*` and `os.*` functions to access the files.
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μ–΄ν”Œλ¦¬μΌ€μ΄μ…˜μ΄ μ €μž₯된 μœ„μΉ˜μ˜ 경둜λ₯Ό μ–»μœΌλ €λ©΄ [`sys.get_application_path()`](/ref/stable/sys/#sys.get_application_path:)λ₯Ό μ‚¬μš©ν•  수 μžˆμŠ΅λ‹ˆλ‹€. 이 μ–΄ν”Œλ¦¬μΌ€μ΄μ…˜ κΈ°λ³Έ 경둜λ₯Ό μ‚¬μš©ν•΄ μ•‘μ„ΈμŠ€ν•΄μ•Ό ν•˜λŠ” 파일의 μ΅œμ’… μ ˆλŒ€ 경둜λ₯Ό λ§Œλ“œμ„Έμš”. 이 νŒŒμΌλ“€μ˜ μ ˆλŒ€ 경둜λ₯Ό 얻은 λ’€μ—λŠ” `io.*`와 `os.*` ν•¨μˆ˜λ₯Ό μ‚¬μš©ν•΄ νŒŒμΌμ— μ•‘μ„ΈμŠ€ν•  수 μžˆμŠ΅λ‹ˆλ‹€.

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