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So in this video, we're actually going to export this game out for an Android mobile.
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All right, so hopefully you've checked it on your mobile and you're getting really good frames per
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second.
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So debugging the frames per second is no longer necessary because we know what we're getting now.
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So on the canvas, we're going to remove this FPS counter.
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We don't need it.
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So right click and remove it.
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Also, this text element, right click and remove it.
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That was simply so it could render the frames per second.
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That's going to make the whole game a little bit faster as well by removing them.
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We also have these bullets, which I believe on the canvas are not anchored at the moment.
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So if I find my bullets, they're all anchored to the center of the screen.
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So if the screen was bigger than this, they'd sort of appear in the middle of the screen.
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So let's just click on all of these and make sure they are anchored to the bottom left.
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Sorry, bottom right, rather.
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And then they should always be in this position.
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There may be some issues with tablets.
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So if, for example, even though this is not for Apple iPad yet, you'll notice that they overlap the
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shoot button.
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So we'll fix that when we get into the Apple section.
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But even on Android tablets, there may be an issue somewhere.
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No, not that one.
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And.
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But we get something like a tablet where we get this overlapping.
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If you want to fix that, basically just move your bullets further into the center of the screen.
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Or you could simply do two APPC exports, one for mobile phone, one for tablet.
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And then if you want to upload onto Google Play or something, you could upload them separately and
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say, this one's for a mobile phone.
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This one's for tablet.
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OK.
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And it looks fine there.
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All right.
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And furthermore, some of these images, so let's say the small bullet, if we take a look at its compression
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format, I'm using Aztek for my full block.
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OK.
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For this.
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Now, it's worth understanding what these formats are doing and how they relate to mobile phones.
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So looking into documentation.
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So if you just go to help in unity manual.
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I've already got mine open.
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You will come down to platform development and then Android and then building apps for Android.
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OK.
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This is going to explain.
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All of these things are going to do.
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We've got something called textured compression.
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So if I just show you this build settings, texture compression currently on don't overwrite.
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However, I would certainly recommend doing the Etsy default.
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Well, let's take a look at what that means.
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Unity under a built system supports following text compression format options either don't overwrite
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or the ETSI default.
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OK, so what on earth is ETSI default?
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OK, unity uses erixon texture compression ETSI format the textures that don't have individual texture
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format overrides.
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OK, when building Typekit to target specific Odwa, I use the texture compression option to override
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the default behavior.
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So ETSI is is one of the best types of compression for mobile phones.
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And obviously, it wasn't suitable for an image of this size, this dimension, because when we try
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and change it to something like Ubah with Etsy, say Krunch, still something.
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Click apply should get a warning seen only textures with width, height being multiple of four can be
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compressed to crunch format.
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OK, you don't.
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There is some aati Etsy, but I don't think it supports Alpha.
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So for click this and try and apply this.
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Take a look at our background now.
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OK, that's not good.
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And so that's the reason why I chose this Aztek all because it does work with this.
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And but you have to be aware that doesn't work on all mobile devices, only on some.
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So if we take a look, it's where we say texture compression formats for platform specific overwrites.
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This is going to show you what supported on what.
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OK, so we're looking for Etsy.
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So let's take a look.
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Or GBE compressed Etsy, this is going to show you what supports them, what these are for Android.
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So this is the third one, the lung.
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So let's find out.
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Ojibway crunched Etsy to notice essay's partial nine.
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OK, so long work on some devices, not all.
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And that's one thing to be considering.
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So in your build settings, you have the ability to say texture compression to actually change it to
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Etsy default.
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And that way, it will actually automatically convert it if the phone doesn't support the Aztek.
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All right.
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It's basically just a way to ensure that those images are going to come out exactly the same way on
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all mobile devices.
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The Etsy to fall back 32 bit, or if you want a better performance, you could do 32 bit of resolution.
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OK.
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Everything else is good compression.
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Former Elzie for is perfectly fine.
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OK.
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And we're now ready to actually export this.
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So let's click built.
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And I've done some tests there, so I'll just call this.
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And Halloween Chuter.
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Safe, and it will now actually start to export.
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OK.
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When you change your texture compression, it all starts to go through all of your textures and just
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update those.
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But yeah, double check this on your mobile phone.
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Make sure it's all perfectly fine.
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