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So that's now converted.
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It's changed over to Android, and you can see that because obviously you get a little unity icon on
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the Android element there.
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And now just changing over to Android like that, if you already have, let's say, a project that you
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built specifically for PC or console and you just change over to Android, although it will technically
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now export and apk file, it doesn't mean it's optimized for Android.
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It's not as easy as that.
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You do have to do a lot of optimization for it to work effectively on either an Android mobile or an
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iOS mobile.
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If you think of phones, almost like building for a computer about 10 years ago.
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All right.
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You'll get an idea of the ability that mobile phones can vary in terms of how powerful they are.
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Some of them can be extremely powerful, almost as powerful as a modern day PC.
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Some of them can be not very powerful.
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So depending on what you're aiming for, I would say try and make an app that kind of really works on
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an older phone.
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And you can guarantee it's going to work on pretty much all of the mobile devices.
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OK, so I'm going to be showing you various optimization tricks and to actually get the mobile games
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working perfectly on all mobile devices.
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Now, every now and then, you might see like a little yellow message at the bottom.
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Just click clear.
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These are basically just they're either warnings or advice.
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That's coming up.
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OK, nothing to worry about.
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All right.
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So one of the first things, if we move over to our game top and just check your game, make sure you've
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got a simulator option.
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If you're working on an older version of unity, and this is not there.
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This is really going to prohibit you from following this course correctly.
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OK, so I would definitely recommend updating your version of unity.
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The simulator allows you to actually simulate all sorts of different mobile devices directly inside
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the unity.
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She's great.
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OK, so we got a ton of different devices that we can actually simulate on.
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So you can get different devices.
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We can even rotate these.
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So we're looking at the landscape this way, and this is going to be so useful for us.
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OK, so I'll choose something like Samsung Galaxy J7 to begin with.
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I'm just going to go back to game.
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One of the first things that we need to do is change a free aspect to a set resolution.
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So I'm going to go with 12, 80 by 720 landscape.
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The reason why I'm doing that and the higher the resolution, the more processor power is going to take.
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And on the mobile device processor power is is the kind of thing that's going to control your frames
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per second.
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If you overload the processor, that's just going to limit your frames per second.
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Now, if you think about it in the mobile device, it just doesn't have any kind of fans.
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It doesn't have kind of the airflow that you get in the PC.
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So it's going to get extremely hot.
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And when he gets up, he's going to start to try and cool itself down.
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And it does that by limiting or bottlenecking your performance.
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So you're going to get lower frames per second by keeping our resolution relatively low.
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We're not overloading the processor or the CPU.
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Then if we go to edit and project settings, if we come down to quality, this is going to show us levels
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of quality.
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Well, on the mobile device, we really don't need the quality to be ultra OK.
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We can actually get away with either high or medium.
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And since the game, I'm going to be making is relatively cartoony.
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OK.
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I definitely don't need to go for Ultra.
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So I can actually click on Medium.
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I'm just going to uncheck all of these boxes below medium.
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OK, now, because I'm an Android, it's basically going to work medium level quality that's going to
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change all of these elements that you can see below here.
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So that is optimized for a medium quality that's going to increase your frames per second.
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Notice that there's no anti-aliasing.
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So if you do notice a lot of jagged edges on your screen, probably just change this to something like
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two times multi sampling and everything else is good shadows.
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I'm going to keep shadows on at the moment simply for light making.
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And then I'm going to come back to this later and switch this off.
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And we're not going to be using any real time light in a mobile device.
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All right.
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Which is going to be so much more effective for the processor.
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But we'll get into that a little bit later.
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Now, the V Sync.
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I want to change this from every vblank to don't sync at all.
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So what the V Sync does, he basically waits until your processor is fully processed.
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The latest frame, and this creates a bit of a delay.
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So the processor has to do all of the work and then pass the command through to the graphics processor
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to actually render the scene.
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And if you switch off async, the processor only has to process part of the frame and then it passes
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the commands to to the graphics processor.
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And that begins to actually draw the frame even before the process is finished processing.
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So it makes your frame rates a lot faster.
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However, one of the issues with switching off, we think if you are very, very fast movement in any
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kind of a device, it can lead to screen tearing.
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This is where you have one frame rendered at the top in a second frame, render below, and then maybe
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a third frame rendered at the bottom of the screen.
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And you can see these visible tags between each frame.
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I doubt we're going to see that on mobile.
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It's not going to be moving that fast.
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OK.
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However, voicing the ability to switch it off only works on Android devices.
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Don't have this option on iOS.
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So the iOS phones should technically be slightly faster and slightly better anyway.
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So they shouldn't have a problem with V Sync.
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But for Mobile, for Android, I would definitely recommend switching this off.
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OK.
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So what we want to do now is come to the player section and we're going to come to the resolution and
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presentation and make sure that you're on the Android tab.
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And where we have our
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default orientation instead of auto rotation, I definitely want it to be a landscape.
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I think it's just landscape, right.
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That means the game will only work in landscape mode.
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So if you flip your mobile phone over, it's not just suddenly going to try and make it fit a portrait
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mode.
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It can only work in landscape mode.
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Kate, native aspect ratio.
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And yeah, let's keep that.
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Basically, it will try to match the aspect ratio of the phone and everything else is good.
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Yeah, OK, that's fine.
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Then we're going to come down to the other settings I call space, we're going to keep on Gummo.
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OK, scummers technically faster than the linear color space.
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You do have an option between the two and gamma is much more effective for mobile phones.
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Not all mobile phone support, linear cooler space anyway.
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All phone support, gamma call space.
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We do have a couple of graphics APIs running, so it's fine.
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We'll keep those multithreaded rendering is good.
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Now for scripting, when we come down here, we can see that our script backend is set to Muno now for
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Android mobile devices.
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We can actually change over to this aisle to see.
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This is it takes longer to actually build your device, build your app, but it's going to run so much
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faster on the mobile device.
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This is because it automatically converts it into binary code.
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So it's auto converted when it actually reaches the mobile phone with the mono.
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It's it's actually passing it over in a certain language that the mobile device then that's to actually
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convert as you're playing.
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So it makes it a little bit slower.
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And what this option looks like, it's only available in the Android devices and not in the Mac and
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minimum API level at the moment.
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I'm going all the way back to API level 19.
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But if you want to limit the phone, let's say you only want the target like new with mobile phones.
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You can obviously go with whichever version you want, but that's going to limit your audience.
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Who can actually play them.
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This is important.
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For example, you know, you've got a game where it's very, very demanding.
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You know, the older phones just aren't going to be able to support that.
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So then you'll limit it to a certain operating system.
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OK, but I know that this should work on almost every phone target API level is basically just going
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to find the highest installed.
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All right.
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So it's not it's not going to limit your phone in any way.
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And active impaneling, we're going to use the input manager old as opposed to new input system.
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OK, but if you do have to if you do want to use the new input system, well, I would recommend is
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choose in both in that case.
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And yeah, everything else is good, so that's the kind of settings that we need and to set up ready
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for our mobile devices.
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