Managing and Optimising for numerous Android Devices

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1 Managing and Optimising for numerous Android Devices

2 Hello Andrew Innes Old-school console developer Android fanboi Works for Unity Japan Console R&D Support Manager

3 Unitron Dog-fooding Unity s 2D pipeline Port it Identify pain points Optimise it

4 How Many? Market Share per Device

5 Keep it Simple Avoid temptation to target high-end devices You want customers, right? Your game will be visible to slow devices too Faster to market Develop on slow devices You can ramp up the eye candy on more powerful ones later

6 Basic Compatibility Hardware/software requirements Can filter out devices by feature Known buggy devices Can filter out specific devices

7 Feature Filters Screen Size (S/M/L/XL) Pixel Density (L/M/H/XH) Low-latency Audio Bluetooth Low-energy Bluetooth. Rear facing Camera Front facing Camera Autofocus Camera Infrared Camera Coarse Location Sensor GPS Sensor Microphone Near Field Communications Accelerometer Barometer Compass Gyroscope Light Proximity sensor Step Counter Step Detector Landscape Mode Portrait Mode Telephone CDMA GSM Radio Television Touch screen Multi-touch USB Host Wifi

8 But What About? CPU speed ARMv6, ARMv6+VFP, ARMv7 GPU power GLES2, GLES3 Memory Storage It s your responsibility to ensure that your app runs smoothly on all devices with which it is compatible.

9 Android Manifest Normally handled transparently Unity sets what it needs Optional settings made via Unity Editor Can be overridden if you really must 1. Build for Android 2. Copy /Temp/StagingArea/AndroidManifest.xml 3. Edit as desired /Assets/Plugins/Android/AndroidManifest.xml

10 Android Version Froyo 1.2 Gingerbread 19.0 Honeycomb 0.1 I.C.S Jelly Bean 60.0 KitKat 2.5 Market Share

11 Screen Resolution Don t think about raw pixels Inherently device specific Too small to see anyway Nobody cares about raw pixels in 3D games Why should 2D be different? Don t work from fixed resolution mock-ups Get your artists/designers to author the UI

12 ugui Unity s preferred widget library 2014/4/8, 10:30 to 11:15 (Unite Japan) 2014/4/10, 17:00 to 17:50 (Unite Korea) 4.6 = ugui

13 Screen Shape For 3D this is normally simple The world is the same Only the window is different Camera Set your F.O.V. using smallest axis Wider/longer screens show extra 5:4 3:2 16:9

14 Fixed Width We do want to use the largest axis Attach a script to your camera Manually configure extreme presets Interpolate desired values at runtime 5:4 3:2 16:9

15 Fixed Width public class FixedWidthCamera : MonoBehaviour { void Update() { if ((Screen.width!= prevscreenwidth) (Screen.height!= prevscreenheight)) { float aspectratio = (float)screen.width / (float)screen.height; float ramp = (aspectratio - preseta.aspectratio) / (presetb.aspectratio - preseta.aspectratio); camera.orthographicsize = Lerp(presetA.orthoSize, presetb.orthosize, ramp); Vector3 position = camera.transform.position; position.y = Lerp(presetA.ypos, presetb.ypos, ramp); camera.transform.position = position; } } prevscreenwidth = Screen.width; prevscreenheight = Screen.height; private int prevscreenwidth, prevscreenheight; private struct Preset { public float aspectratio; public float orthosize; public float ypos; } } private static readonly Preset preseta = new Preset { aspectratio = 5.0f/4.0f, orthosize = 7.0f, ypos = f }; private static readonly Preset presetb = new Preset { aspectratio = 16.0f/9.0f, orthosize = 5.0f, ypos = f };

16 Fixed Area Resize the game world to fit the screen Change the width and height Keep the area constant 5:4 3:2 16:9

17 Fixed Area Ratio Width Height Area 5: m 8.773m 100m² 3: m m 100m² 16: m m 100m² 5:4 3:2 16:9

18 Fixed Area public override void Reposition(Rect enclosure) { // Calculate the size of the arena's walls, given the shape of the screen. const float desiredareaofarena = 10.0f * 10.0f; float widgetwidthinpixels = (float)enclosure.width; float widgetheightinpixels = (float)enclosure.height; float widgetaspectratio = widgetwidthinpixels / widgetheightinpixels; arenawidthinmetres = Mathf.Sqrt(desiredAreaOfArena * widgetaspectratio); arenaheightinmetres = desiredareaofarena / arenawidthinmetres; // Adjust the viewport of the camera so it's clipped to the bounds of this widget. float screenwidthinpixels = (float)screen.width; float screenheightinpixels = (float)screen.height; float viewportw = widgetwidthinpixels / screenwidthinpixels; float viewporth = widgetheightinpixels / screenheightinpixels; float viewportl = 0.0f; float viewportt = (1.0f - viewporth) - (this.gettranslation().y / screenheightinpixels); Camera camera = GetCamera(); camera.rect = new Rect(viewportL, viewportt, viewportw, viewporth); } // Adjust the zoom of the camera so it displays the entire arena. camera.orthographicsize = arenaheightinmetres * 0.5f;

19 Performance Optimisation Reading material Unity documentation Practical Guide to Optimization for Mobiles Community Google is your friend Sometimes, less reliable

20 Profile! Find your bottlenecks

21 Texture Format Compressed textures are a HUGE win You will not see the difference Except in performance Download Size (MiB) Memory Usage (MiB) Draw Time (milliseconds) Compressed TrueColour Compressed TrueColour Compressed 1.82 TrueColour This is a game with 1 texture atlas! (2048 x1024)

22 Render Path Deferred Lighting Forward Rendering Vertex Lit Lighting All per-pixel Some per-pixel All per-vertex Realtime Shadows Yes One light - Soft Particles Yes - - Cost Per Light Pixels Illuminated Pixels Objects - Anti-Aliasing - Yes Yes License Pro-only All All

23 Render Path Fast vs Full Featured Vertex Lit Fastest Forward Rendering Default setting Deferred Lighting 0.76 Best quality Draw Time (milliseconds) Vertex Lit 1.06 Forward Rendering

24 Audio Format Compressed audio is slow Use for lengthy audio streams Normal SFX should be uncompressed Download Size (MiB) Memory Usage (MiB) CPU Usage (%) Compressed Native 0 Compressed Native 0 Compressed Native

25 2D/3D Audio Another easy win (for 2D games) 3D audio Range based volume attenuation Doppler shifting CPU Usage D 2D

26 Android Native Plugins Use C++ for performance critical code Call C++ code directly from script Requires Android NDK Java Native Interface is not required Documentation is online Building Plugins for Android

27 Android Native Plugins using UnityEngine; using System.Text; using System.Runtime.InteropServices; public class CallNativeCode : MonoBehaviour { [DllImport("native")] private static extern float NativeAdd(float x, float y); } void Start() { float x = 3.0f; float y = 10.0f; Debug.Log(x + " plus " + y + " = " + NativeAdd(x, y)); } float NativeAdd(float x, float y) { return x + y; }

28 Android Native Plugins

29 Native Rendering Plugins Receive callbacks for rendering events Coming to Android in Unity 4.5

30 You re the Lucky Ones You ve already done the hard part Other platforms are just a click away More being added PlayStation Mobile

31 Questions?

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