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These are the user uploaded subtitles that are being translated: 1 00:00:03,590 --> 00:00:05,030 So that's now converted. 2 00:00:05,170 --> 00:00:11,000 It's changed over to Android, and you can see that because obviously you get a little unity icon on 3 00:00:11,000 --> 00:00:12,560 the Android element there. 4 00:00:13,610 --> 00:00:20,330 And now just changing over to Android like that, if you already have, let's say, a project that you 5 00:00:20,330 --> 00:00:28,880 built specifically for PC or console and you just change over to Android, although it will technically 6 00:00:28,880 --> 00:00:33,400 now export and apk file, it doesn't mean it's optimized for Android. 7 00:00:33,410 --> 00:00:34,640 It's not as easy as that. 8 00:00:35,000 --> 00:00:41,300 You do have to do a lot of optimization for it to work effectively on either an Android mobile or an 9 00:00:41,300 --> 00:00:42,170 iOS mobile. 10 00:00:42,710 --> 00:00:49,490 If you think of phones, almost like building for a computer about 10 years ago. 11 00:00:49,850 --> 00:00:50,180 All right. 12 00:00:50,180 --> 00:00:59,510 You'll get an idea of the ability that mobile phones can vary in terms of how powerful they are. 13 00:00:59,630 --> 00:01:03,440 Some of them can be extremely powerful, almost as powerful as a modern day PC. 14 00:01:03,890 --> 00:01:05,990 Some of them can be not very powerful. 15 00:01:06,350 --> 00:01:13,910 So depending on what you're aiming for, I would say try and make an app that kind of really works on 16 00:01:13,910 --> 00:01:14,990 an older phone. 17 00:01:15,290 --> 00:01:18,950 And you can guarantee it's going to work on pretty much all of the mobile devices. 18 00:01:19,820 --> 00:01:25,340 OK, so I'm going to be showing you various optimization tricks and to actually get the mobile games 19 00:01:25,340 --> 00:01:28,370 working perfectly on all mobile devices. 20 00:01:29,390 --> 00:01:33,350 Now, every now and then, you might see like a little yellow message at the bottom. 21 00:01:34,370 --> 00:01:35,090 Just click clear. 22 00:01:35,300 --> 00:01:38,780 These are basically just they're either warnings or advice. 23 00:01:38,840 --> 00:01:39,560 That's coming up. 24 00:01:40,100 --> 00:01:41,450 OK, nothing to worry about. 25 00:01:42,230 --> 00:01:42,500 All right. 26 00:01:42,500 --> 00:01:49,100 So one of the first things, if we move over to our game top and just check your game, make sure you've 27 00:01:49,100 --> 00:01:50,780 got a simulator option. 28 00:01:51,320 --> 00:01:54,800 If you're working on an older version of unity, and this is not there. 29 00:01:55,010 --> 00:02:00,980 This is really going to prohibit you from following this course correctly. 30 00:02:01,220 --> 00:02:04,220 OK, so I would definitely recommend updating your version of unity. 31 00:02:04,760 --> 00:02:10,590 The simulator allows you to actually simulate all sorts of different mobile devices directly inside 32 00:02:10,590 --> 00:02:11,270 the unity. 33 00:02:11,420 --> 00:02:12,140 She's great. 34 00:02:12,260 --> 00:02:17,440 OK, so we got a ton of different devices that we can actually simulate on. 35 00:02:17,450 --> 00:02:19,340 So you can get different devices. 36 00:02:19,340 --> 00:02:21,250 We can even rotate these. 37 00:02:21,310 --> 00:02:27,470 So we're looking at the landscape this way, and this is going to be so useful for us. 38 00:02:28,040 --> 00:02:34,730 OK, so I'll choose something like Samsung Galaxy J7 to begin with. 39 00:02:35,620 --> 00:02:37,070 I'm just going to go back to game. 40 00:02:37,460 --> 00:02:43,100 One of the first things that we need to do is change a free aspect to a set resolution. 41 00:02:43,670 --> 00:02:47,690 So I'm going to go with 12, 80 by 720 landscape. 42 00:02:49,100 --> 00:02:54,740 The reason why I'm doing that and the higher the resolution, the more processor power is going to take. 43 00:02:54,750 --> 00:03:01,640 And on the mobile device processor power is is the kind of thing that's going to control your frames 44 00:03:01,640 --> 00:03:02,360 per second. 45 00:03:02,720 --> 00:03:06,890 If you overload the processor, that's just going to limit your frames per second. 46 00:03:07,550 --> 00:03:11,640 Now, if you think about it in the mobile device, it just doesn't have any kind of fans. 47 00:03:12,020 --> 00:03:15,890 It doesn't have kind of the airflow that you get in the PC. 48 00:03:16,370 --> 00:03:18,380 So it's going to get extremely hot. 49 00:03:18,890 --> 00:03:22,280 And when he gets up, he's going to start to try and cool itself down. 50 00:03:22,550 --> 00:03:27,240 And it does that by limiting or bottlenecking your performance. 51 00:03:27,260 --> 00:03:32,660 So you're going to get lower frames per second by keeping our resolution relatively low. 52 00:03:32,840 --> 00:03:36,920 We're not overloading the processor or the CPU. 53 00:03:37,970 --> 00:03:46,910 Then if we go to edit and project settings, if we come down to quality, this is going to show us levels 54 00:03:46,910 --> 00:03:47,540 of quality. 55 00:03:47,870 --> 00:03:52,440 Well, on the mobile device, we really don't need the quality to be ultra OK. 56 00:03:52,460 --> 00:03:55,550 We can actually get away with either high or medium. 57 00:03:56,120 --> 00:03:59,630 And since the game, I'm going to be making is relatively cartoony. 58 00:04:00,170 --> 00:04:00,540 OK. 59 00:04:00,560 --> 00:04:02,390 I definitely don't need to go for Ultra. 60 00:04:02,930 --> 00:04:04,400 So I can actually click on Medium. 61 00:04:04,740 --> 00:04:08,420 I'm just going to uncheck all of these boxes below medium. 62 00:04:10,970 --> 00:04:16,580 OK, now, because I'm an Android, it's basically going to work medium level quality that's going to 63 00:04:16,580 --> 00:04:19,670 change all of these elements that you can see below here. 64 00:04:19,700 --> 00:04:25,100 So that is optimized for a medium quality that's going to increase your frames per second. 65 00:04:26,900 --> 00:04:28,910 Notice that there's no anti-aliasing. 66 00:04:29,210 --> 00:04:34,160 So if you do notice a lot of jagged edges on your screen, probably just change this to something like 67 00:04:34,160 --> 00:04:43,220 two times multi sampling and everything else is good shadows. 68 00:04:43,460 --> 00:04:47,150 I'm going to keep shadows on at the moment simply for light making. 69 00:04:47,150 --> 00:04:50,390 And then I'm going to come back to this later and switch this off. 70 00:04:51,080 --> 00:04:55,520 And we're not going to be using any real time light in a mobile device. 71 00:04:55,760 --> 00:04:56,060 All right. 72 00:04:56,060 --> 00:05:00,080 Which is going to be so much more effective for the processor. 73 00:05:01,040 --> 00:05:02,660 But we'll get into that a little bit later. 74 00:05:03,170 --> 00:05:05,330 Now, the V Sync. 75 00:05:05,780 --> 00:05:10,160 I want to change this from every vblank to don't sync at all. 76 00:05:10,790 --> 00:05:18,650 So what the V Sync does, he basically waits until your processor is fully processed. 77 00:05:19,370 --> 00:05:23,540 The latest frame, and this creates a bit of a delay. 78 00:05:23,930 --> 00:05:29,690 So the processor has to do all of the work and then pass the command through to the graphics processor 79 00:05:29,690 --> 00:05:31,190 to actually render the scene. 80 00:05:32,000 --> 00:05:38,510 And if you switch off async, the processor only has to process part of the frame and then it passes 81 00:05:38,510 --> 00:05:41,240 the commands to to the graphics processor. 82 00:05:41,600 --> 00:05:47,030 And that begins to actually draw the frame even before the process is finished processing. 83 00:05:47,960 --> 00:05:51,290 So it makes your frame rates a lot faster. 84 00:05:52,340 --> 00:05:58,730 However, one of the issues with switching off, we think if you are very, very fast movement in any 85 00:05:58,730 --> 00:06:01,280 kind of a device, it can lead to screen tearing. 86 00:06:01,850 --> 00:06:06,350 This is where you have one frame rendered at the top in a second frame, render below, and then maybe 87 00:06:06,350 --> 00:06:08,830 a third frame rendered at the bottom of the screen. 88 00:06:08,840 --> 00:06:12,590 And you can see these visible tags between each frame. 89 00:06:13,340 --> 00:06:15,370 I doubt we're going to see that on mobile. 90 00:06:15,410 --> 00:06:17,030 It's not going to be moving that fast. 91 00:06:17,300 --> 00:06:17,660 OK. 92 00:06:18,080 --> 00:06:23,390 However, voicing the ability to switch it off only works on Android devices. 93 00:06:23,690 --> 00:06:25,820 Don't have this option on iOS. 94 00:06:26,180 --> 00:06:33,890 So the iOS phones should technically be slightly faster and slightly better anyway. 95 00:06:34,790 --> 00:06:37,130 So they shouldn't have a problem with V Sync. 96 00:06:38,780 --> 00:06:42,530 But for Mobile, for Android, I would definitely recommend switching this off. 97 00:06:44,480 --> 00:06:44,860 OK. 98 00:06:46,850 --> 00:06:54,110 So what we want to do now is come to the player section and we're going to come to the resolution and 99 00:06:54,110 --> 00:06:57,380 presentation and make sure that you're on the Android tab. 100 00:07:01,130 --> 00:07:03,080 And where we have our 101 00:07:05,660 --> 00:07:10,850 default orientation instead of auto rotation, I definitely want it to be a landscape. 102 00:07:12,770 --> 00:07:14,600 I think it's just landscape, right. 103 00:07:15,020 --> 00:07:17,810 That means the game will only work in landscape mode. 104 00:07:18,740 --> 00:07:25,430 So if you flip your mobile phone over, it's not just suddenly going to try and make it fit a portrait 105 00:07:25,430 --> 00:07:25,790 mode. 106 00:07:26,090 --> 00:07:27,860 It can only work in landscape mode. 107 00:07:28,770 --> 00:07:30,530 Kate, native aspect ratio. 108 00:07:31,260 --> 00:07:33,050 And yeah, let's keep that. 109 00:07:33,050 --> 00:07:41,240 Basically, it will try to match the aspect ratio of the phone and everything else is good. 110 00:07:43,490 --> 00:07:45,050 Yeah, OK, that's fine. 111 00:07:45,560 --> 00:07:51,800 Then we're going to come down to the other settings I call space, we're going to keep on Gummo. 112 00:07:52,370 --> 00:07:56,170 OK, scummers technically faster than the linear color space. 113 00:07:56,180 --> 00:08:02,090 You do have an option between the two and gamma is much more effective for mobile phones. 114 00:08:02,570 --> 00:08:06,080 Not all mobile phone support, linear cooler space anyway. 115 00:08:06,620 --> 00:08:08,910 All phone support, gamma call space. 116 00:08:10,940 --> 00:08:14,270 We do have a couple of graphics APIs running, so it's fine. 117 00:08:14,270 --> 00:08:18,800 We'll keep those multithreaded rendering is good. 118 00:08:19,550 --> 00:08:27,620 Now for scripting, when we come down here, we can see that our script backend is set to Muno now for 119 00:08:28,460 --> 00:08:29,930 Android mobile devices. 120 00:08:29,960 --> 00:08:32,720 We can actually change over to this aisle to see. 121 00:08:34,460 --> 00:08:41,210 This is it takes longer to actually build your device, build your app, but it's going to run so much 122 00:08:41,210 --> 00:08:42,770 faster on the mobile device. 123 00:08:43,160 --> 00:08:47,210 This is because it automatically converts it into binary code. 124 00:08:47,930 --> 00:08:53,420 So it's auto converted when it actually reaches the mobile phone with the mono. 125 00:08:53,960 --> 00:09:00,080 It's it's actually passing it over in a certain language that the mobile device then that's to actually 126 00:09:00,080 --> 00:09:01,940 convert as you're playing. 127 00:09:02,060 --> 00:09:03,560 So it makes it a little bit slower. 128 00:09:04,400 --> 00:09:12,990 And what this option looks like, it's only available in the Android devices and not in the Mac and 129 00:09:13,340 --> 00:09:15,500 minimum API level at the moment. 130 00:09:15,510 --> 00:09:18,440 I'm going all the way back to API level 19. 131 00:09:18,570 --> 00:09:23,720 But if you want to limit the phone, let's say you only want the target like new with mobile phones. 132 00:09:24,170 --> 00:09:30,120 You can obviously go with whichever version you want, but that's going to limit your audience. 133 00:09:30,120 --> 00:09:31,160 Who can actually play them. 134 00:09:32,420 --> 00:09:33,500 This is important. 135 00:09:33,680 --> 00:09:36,950 For example, you know, you've got a game where it's very, very demanding. 136 00:09:37,220 --> 00:09:40,160 You know, the older phones just aren't going to be able to support that. 137 00:09:40,490 --> 00:09:43,760 So then you'll limit it to a certain operating system. 138 00:09:44,930 --> 00:09:50,690 OK, but I know that this should work on almost every phone target API level is basically just going 139 00:09:50,690 --> 00:09:52,820 to find the highest installed. 140 00:09:53,180 --> 00:09:53,540 All right. 141 00:09:53,540 --> 00:09:57,320 So it's not it's not going to limit your phone in any way. 142 00:09:59,810 --> 00:10:05,990 And active impaneling, we're going to use the input manager old as opposed to new input system. 143 00:10:06,260 --> 00:10:10,850 OK, but if you do have to if you do want to use the new input system, well, I would recommend is 144 00:10:10,850 --> 00:10:12,740 choose in both in that case. 145 00:10:16,000 --> 00:10:25,630 And yeah, everything else is good, so that's the kind of settings that we need and to set up ready 146 00:10:25,630 --> 00:10:27,400 for our mobile devices. 14211

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