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These are the user uploaded subtitles that are being translated: 1 00:00:03,370 --> 00:00:08,380 So now going to bake some lighting in order to make this scene look a little bit more effective. 2 00:00:09,490 --> 00:00:14,680 And so in our scene view, I just basically want to add some lights. 3 00:00:14,890 --> 00:00:20,080 So game object light and a point light. 4 00:00:20,470 --> 00:00:25,660 OK, just going to get into a position where I think I want this point light, let's say somewhere like 5 00:00:25,660 --> 00:00:25,990 here. 6 00:00:26,560 --> 00:00:32,330 As long as you got my point light selected game object and aligned with you, then it puts it into that 7 00:00:32,360 --> 00:00:33,160 same position. 8 00:00:33,520 --> 00:00:35,830 Just switch on your gizmo's if you need to see that. 9 00:00:36,550 --> 00:00:36,940 OK. 10 00:00:37,420 --> 00:00:41,800 And so I'm going to make the range of this about 45. 11 00:00:43,720 --> 00:00:46,230 That might be a bit too much, about 35. 12 00:00:46,620 --> 00:00:49,410 So you can see how far that light is actually extending. 13 00:00:50,250 --> 00:00:53,190 And then I'm going to make the color of this relatively warm color. 14 00:00:53,280 --> 00:00:56,580 So I want it to be like a pretty intense orange. 15 00:00:59,300 --> 00:01:04,340 Well, it changes mode to Bakht so that when we bait the light, it'll actually bait that color into 16 00:01:04,340 --> 00:01:08,180 everything, its intensity going to set to about a three. 17 00:01:09,020 --> 00:01:09,800 And it's indirect. 18 00:01:09,800 --> 00:01:11,090 Multiply that one. 19 00:01:11,360 --> 00:01:11,880 OK. 20 00:01:12,530 --> 00:01:13,870 Don't need any shadows. 21 00:01:13,880 --> 00:01:14,420 I'm fine. 22 00:01:16,350 --> 00:01:19,970 Now, you're not going to see the light show up at the moment, because all of these textures that we're 23 00:01:19,970 --> 00:01:22,310 using are unlet textures. 24 00:01:22,550 --> 00:01:24,170 So they're not affected by lights. 25 00:01:25,040 --> 00:01:26,390 So I'm just going to take this to the point. 26 00:01:26,390 --> 00:01:27,960 Light control, Andy. 27 00:01:28,450 --> 00:01:31,610 Let's move it over to the other side. 28 00:01:39,290 --> 00:01:47,780 And this one might have a sort of a bluish light, so I'm just going to change this to a blue and bear 29 00:01:47,780 --> 00:01:52,280 in mind that these two colors sit and opposite sides to each other on a color wheel. 30 00:01:52,640 --> 00:01:56,600 So I'm using a little bit of color theory there in order to kind of warm everything up. 31 00:01:57,650 --> 00:02:00,430 These are supposed to be complimentary colors to each of us. 32 00:02:00,610 --> 00:02:04,040 They work in tandem and they're quite useful together. 33 00:02:04,700 --> 00:02:11,630 I'm going to make the intensity of this one about a four point five and its range to about 65. 34 00:02:11,630 --> 00:02:12,830 So it's pretty big. 35 00:02:13,640 --> 00:02:14,080 OK. 36 00:02:14,720 --> 00:02:18,350 Once again, no shadows and it should be a bakht light. 37 00:02:20,180 --> 00:02:22,220 And then I'm going to take this point light again. 38 00:02:22,610 --> 00:02:24,700 Control and the duplicate. 39 00:02:24,710 --> 00:02:32,690 I'm just going to bring this one up into the air and kind of obvious that over the top of everything 40 00:02:33,290 --> 00:02:37,850 and I want to color this one, a red, deep kind of red color. 41 00:02:39,530 --> 00:02:43,070 The intensity of this one, I'm going to make about a two point one. 42 00:02:44,530 --> 00:02:47,390 But the range to make about a 55. 43 00:02:49,470 --> 00:02:53,490 So the three callers should team work together in the scene. 44 00:02:54,390 --> 00:02:59,970 Now, my directional light, I want to change the mode from mixed bakht, the intensity. 45 00:02:59,970 --> 00:03:01,470 I'm just going to raise this a little bit. 46 00:03:02,880 --> 00:03:06,510 But one point three, OK, so that whitens everything, OK? 47 00:03:06,510 --> 00:03:09,690 Because as you know, at the moment, everything is really, really dark. 48 00:03:10,560 --> 00:03:17,910 And the more you light in the direction of light, the more it will sort of filter out the other colors. 49 00:03:18,120 --> 00:03:22,760 So if you feel that the other colors are a bit too strong, just keep increasing that intensity of that 50 00:03:22,770 --> 00:03:23,850 directional light. 51 00:03:25,660 --> 00:03:31,030 OK, now I only want the colors to affect the central objects, but not this wall. 52 00:03:31,060 --> 00:03:33,100 I want to keep the wall at this kind of a color. 53 00:03:33,700 --> 00:03:34,510 So to do that. 54 00:03:34,600 --> 00:03:40,300 I'm going to go to the ground and I'm going to take all of these wall elements. 55 00:03:40,780 --> 00:03:42,550 It's going to hold shift and select them all. 56 00:03:42,850 --> 00:03:44,710 I'm just going to unmarked them is static. 57 00:03:45,220 --> 00:03:50,380 So anything that is not static does not get affected by any like baking. 58 00:03:51,010 --> 00:03:52,630 OK, I'll put those back later. 59 00:03:53,740 --> 00:03:55,630 Just for the moment, I'm going to switch those off. 60 00:03:57,910 --> 00:04:04,480 And so now we're going to actually bake the lighting, so if you go to window rendering and lighting 61 00:04:05,080 --> 00:04:11,620 and we drag our lighting top over here, first of all, we need a light setting. 62 00:04:12,130 --> 00:04:18,640 I'm just coming to the my scenes folder, and this is where it will save our new light settings. 63 00:04:18,790 --> 00:04:19,660 Let's just do that. 64 00:04:20,420 --> 00:04:23,680 Not now gives me access to all this so that I can actually bake. 65 00:04:24,500 --> 00:04:29,830 And if you find that you've got auto generate checked on and it's already baked a bunch of lights. 66 00:04:30,580 --> 00:04:36,220 Just uncheck that and then click the dropdown, choose clear baked data. 67 00:04:37,060 --> 00:04:41,230 You'll find out if it's baked in the data, because if you come over to the baseline labs, there will 68 00:04:41,230 --> 00:04:43,000 probably be some textures in here. 69 00:04:43,360 --> 00:04:45,580 You just basically need to get rid of those. 70 00:04:45,800 --> 00:04:47,110 By doing what I just showed you. 71 00:04:47,860 --> 00:04:48,340 OK. 72 00:04:48,420 --> 00:04:53,670 And if you've got a good graphics card, probably move over to progressive GPU. 73 00:04:53,680 --> 00:04:54,550 It's a lot faster. 74 00:04:55,330 --> 00:05:02,080 And for the purpose of testing, I'm going to lower my light resolution down to about one. 75 00:05:02,530 --> 00:05:02,770 All right. 76 00:05:02,770 --> 00:05:04,060 So it's really, really low. 77 00:05:04,810 --> 00:05:07,720 And this is this will be extremely fast. 78 00:05:07,930 --> 00:05:09,160 Not very good quality. 79 00:05:09,790 --> 00:05:11,260 Much like map size. 80 00:05:11,470 --> 00:05:15,570 I'm going to yeah, I'm going to keep it on about 1024. 81 00:05:15,580 --> 00:05:17,620 That should be OK for a light map. 82 00:05:18,100 --> 00:05:21,370 If it was a texture, I'd lower that down to about 512. 83 00:05:21,730 --> 00:05:22,750 This should be fine. 84 00:05:23,350 --> 00:05:27,550 OK, and then finally, my light, my parameters go as low as you can default. 85 00:05:27,560 --> 00:05:28,840 Very low resolution. 86 00:05:29,770 --> 00:05:32,710 OK, so now I'm simply going to click generate lightning. 87 00:05:33,520 --> 00:05:36,860 It will go through the same thing and it will now light it. 88 00:05:36,880 --> 00:05:37,570 And there we go. 89 00:05:37,840 --> 00:05:41,380 OK, so now it's made a bunch of changes in my simulator. 90 00:05:41,380 --> 00:05:47,980 I can now see that everything's a little bit brighter, looks a little bit nicer and. 91 00:05:49,690 --> 00:05:50,080 Yep. 92 00:05:50,350 --> 00:05:53,680 OK, so quiet without not necessarily getting that much red. 93 00:05:53,830 --> 00:05:54,910 So I'm just going to click on this. 94 00:05:54,910 --> 00:05:56,290 Right, and move it down a bit. 95 00:05:57,010 --> 00:06:01,000 And I'm just going to increase it to about two point six. 96 00:06:01,750 --> 00:06:06,310 And I may very well actually just move this forward a bit just over here. 97 00:06:09,360 --> 00:06:14,730 And the orange intensity, I just want this to be a little bit more intense, so I'm going to go with 98 00:06:14,740 --> 00:06:20,130 about five and my blue intensity is already pretty good at 4.5. 99 00:06:22,090 --> 00:06:26,000 OK, so I want to once again rebate. 100 00:06:26,160 --> 00:06:30,690 So what I'm going to do is and metalic, women generate light in this clear debate data. 101 00:06:31,020 --> 00:06:33,380 And I'll show you what bait light maps look like. 102 00:06:33,390 --> 00:06:34,410 Just looks like this. 103 00:06:35,160 --> 00:06:40,350 OK, it's just one single image, 128 pixel by 128 pixel image. 104 00:06:40,890 --> 00:06:45,650 So I'm going to clear the data and then once again, generate lighting. 105 00:06:45,660 --> 00:06:51,750 It's going to relight everything so I can see what it now looks like through my simulator. 106 00:06:53,370 --> 00:06:55,080 I quite like to look at that. 107 00:06:56,130 --> 00:07:00,060 Uh, I think the colors could be more intense. 108 00:07:00,600 --> 00:07:05,310 OK, so once again, I'm going to go to my orange light here. 109 00:07:05,940 --> 00:07:07,620 I'm really going to push this up now. 110 00:07:07,620 --> 00:07:17,700 So about about a seven range increase to about forty five point one, which is the blue. 111 00:07:18,250 --> 00:07:23,100 And I'll go up to about a six point five indirect multiplier. 112 00:07:23,470 --> 00:07:25,260 Yeah, increase that to a two. 113 00:07:26,040 --> 00:07:27,720 And then the red lights. 114 00:07:28,620 --> 00:07:30,990 She only looks like this effect in this back area. 115 00:07:31,020 --> 00:07:35,010 Woman ring back up here, maybe range. 116 00:07:35,040 --> 00:07:36,750 Let's go with eighty five. 117 00:07:37,410 --> 00:07:39,660 And I'm going to go with a for this one. 118 00:07:41,610 --> 00:07:45,060 My directional for light and everything up just a little bit more. 119 00:07:45,060 --> 00:07:47,400 So we go from point four. 120 00:07:48,030 --> 00:07:48,300 OK. 121 00:07:49,680 --> 00:07:54,590 I'm also going to switch off any shadows or shadows over to my lighting now. 122 00:07:55,140 --> 00:07:57,030 Going to clear all my data. 123 00:07:57,210 --> 00:07:59,070 Once again, just generate lighting. 124 00:08:02,140 --> 00:08:07,120 You can see everything's got a little bit lighter now, we can really see those elements. 125 00:08:07,330 --> 00:08:08,410 I think they're quite nice. 126 00:08:08,740 --> 00:08:09,100 All right. 127 00:08:09,190 --> 00:08:11,290 Coming out very illuminated. 128 00:08:11,650 --> 00:08:16,000 And then when we put our enemies in shortly, I think that will look quite nice. 129 00:08:16,420 --> 00:08:16,780 All right. 130 00:08:16,780 --> 00:08:23,320 So I'm up here with up 128 pixels by 120 pixels is not that great for a very light map. 131 00:08:23,680 --> 00:08:29,470 So I just want to start to increase the quality without making the image too big. 132 00:08:30,670 --> 00:08:32,680 So what I'm going to do is my light. 133 00:08:32,680 --> 00:08:36,320 My resolution can increase this to about a full four. 134 00:08:36,670 --> 00:08:40,810 Texans would probably be good enough to actually render across this element. 135 00:08:41,290 --> 00:08:45,310 I'm going to change my resolution to a default low resolution. 136 00:08:46,420 --> 00:08:54,130 So once again, in a clear debate data I'm going to generate, this will take a little bit longer time 137 00:08:54,130 --> 00:08:56,770 to do this, only slightly longer. 138 00:08:56,890 --> 00:08:57,550 There we go. 139 00:08:58,390 --> 00:09:00,980 Let's take telomere with total time of one second. 140 00:09:01,000 --> 00:09:06,210 So I've now got a 512 by 512 picture like. 141 00:09:07,090 --> 00:09:08,560 Not necessarily changed how much? 142 00:09:08,560 --> 00:09:10,110 It's mostly all white, actually. 143 00:09:11,110 --> 00:09:17,290 But what we can see there is a color like map is right there and a shadow light map is right there. 144 00:09:17,620 --> 00:09:22,390 There's nothing in the shadow leimer, which is interesting. 145 00:09:22,390 --> 00:09:26,810 So let me try a baked in direct. 146 00:09:27,610 --> 00:09:31,930 So there's no shadow and be clear debate data. 147 00:09:31,960 --> 00:09:32,710 Try it again. 148 00:09:32,830 --> 00:09:33,640 Generate. 149 00:09:34,060 --> 00:09:35,920 You'll see the images being populated. 150 00:09:39,660 --> 00:09:40,260 Here we are. 151 00:09:40,530 --> 00:09:43,400 For some reason, it's still in the shadow map. 152 00:09:44,160 --> 00:09:47,490 That's my image with all my colors stored there. 153 00:09:47,520 --> 00:09:50,160 That will then be applied over the objects. 154 00:09:50,580 --> 00:09:54,940 And it means that you don't have to use any direct lighting in mobile. 155 00:09:54,960 --> 00:09:59,400 When you use direct lighting, for example, like this, that's going to kill you. 156 00:09:59,400 --> 00:10:03,790 Frame rate mobiles hate real time lights. 157 00:10:03,810 --> 00:10:05,880 They really do affect your frame rate. 158 00:10:06,270 --> 00:10:09,810 So where possible, don't use any real time lights. 159 00:10:09,990 --> 00:10:16,770 If you do need to a maximum of one, OK, only one real time like otherwise, it's really going to affect 160 00:10:16,770 --> 00:10:17,670 your performance. 161 00:10:19,290 --> 00:10:19,680 OK. 162 00:10:19,710 --> 00:10:26,190 So I think I'm quite happy without my bait light map is there is only 512, 512 got no Real-Time lights. 163 00:10:26,730 --> 00:10:27,600 Everything is good. 164 00:10:29,280 --> 00:10:36,060 Now, if I'm happy with that, I can take my point lights and I can actually now just delete on my directional 165 00:10:36,060 --> 00:10:36,390 light. 166 00:10:36,540 --> 00:10:39,120 No longer need to use it so I can just switch it off. 167 00:10:39,780 --> 00:10:42,780 Notice, it has no effect whatsoever on my seat. 168 00:10:42,810 --> 00:10:45,780 It's all that light is now being baked into that. 169 00:10:46,080 --> 00:10:48,720 And it's just applied as an image overlay. 170 00:10:49,590 --> 00:10:56,370 The only issue is obviously adds another Dracul to my profile, and I switch my canvas off to check 171 00:10:56,370 --> 00:10:58,770 how many draw calls were used on my canvas. 172 00:10:59,790 --> 00:11:03,870 And let me just give this a quick go on, my profiler. 173 00:11:07,400 --> 00:11:08,660 Just get it started. 174 00:11:09,120 --> 00:11:13,970 And as you can see, the wall still looks perfectly fine, no changes there. 175 00:11:13,980 --> 00:11:16,780 It's only on these elements, but now it's a lot brighter. 176 00:11:16,790 --> 00:11:17,570 It looks nice. 177 00:11:19,400 --> 00:11:20,360 Just click anywhere. 178 00:11:20,750 --> 00:11:24,090 And then I want to come down to rendering. 179 00:11:24,500 --> 00:11:29,870 OK, so now I've got 18 draw calls, which is still pretty good, to be honest. 180 00:11:29,870 --> 00:11:31,200 But now I've got my canvas on. 181 00:11:31,220 --> 00:11:38,540 So, for example, this item and this item and a little bit of text and the moon and all these other 182 00:11:38,540 --> 00:11:44,150 items are all adding now to my draw calls, including my bait light maps. 183 00:11:44,480 --> 00:11:46,790 OK, wait, Androcles, it's perfectly fine. 184 00:11:47,480 --> 00:11:47,820 All right. 185 00:11:47,840 --> 00:11:54,890 What we're trying to avoid is like a few thousand robocalls and we're still backing all of our elements. 186 00:11:55,130 --> 00:11:55,550 OK. 187 00:11:57,300 --> 00:11:58,790 Oh, I forgot to do my. 188 00:11:59,260 --> 00:12:02,120 That's why my backstroke calls are still back down at 12. 189 00:12:02,450 --> 00:12:06,620 OK, so but let me just double check that. 190 00:12:06,630 --> 00:12:13,490 So I'm just going to go to ground, just going to make sure that my walls are static once again. 191 00:12:18,690 --> 00:12:21,330 Probably only reduce it by one, Dracul or something. 192 00:12:31,780 --> 00:12:34,600 Just click somewhere and on my rendering. 193 00:12:35,260 --> 00:12:37,120 Oh, yeah, quite a lot, actually. 194 00:12:37,450 --> 00:12:38,680 Nine Draco's. 195 00:12:38,800 --> 00:12:39,140 All right. 196 00:12:39,160 --> 00:12:39,910 Excellent. 197 00:12:39,940 --> 00:12:40,310 Yes. 198 00:12:40,340 --> 00:12:41,110 Of half that. 199 00:12:41,620 --> 00:12:42,040 That's good. 200 00:12:42,040 --> 00:12:47,100 So now my back shore calls is back to twenty four, and that's with my canvas on there. 201 00:12:47,110 --> 00:12:49,150 And also the lighting as well. 202 00:12:49,840 --> 00:12:50,140 All right. 203 00:12:50,230 --> 00:12:57,760 I've only got six separate calls and now my scene actually looks like it's being fully lit by all sorts 204 00:12:57,760 --> 00:12:58,450 of lights. 205 00:12:59,020 --> 00:12:59,740 All right, excellent. 206 00:12:59,770 --> 00:13:00,820 Yeah, I'm quite happy with that. 207 00:13:01,860 --> 00:13:07,360 And so what they want to do now is effectively save my scene. 208 00:13:07,600 --> 00:13:13,140 And they actually want to export this out at the moment as an case so that we can test it on mobiles. 209 00:13:13,540 --> 00:13:18,670 So if you have a mobile device, I basically want you to test this at the moment just to double check 210 00:13:18,670 --> 00:13:22,000 that you all get in a good frame rate at this point in time. 211 00:13:23,050 --> 00:13:29,080 At each stage, you're working through this game with recommend doing an export every now and then checking 212 00:13:29,080 --> 00:13:34,180 it, double checking to make sure it does work on your phone and that you all get in a good frame rate. 213 00:13:35,950 --> 00:13:42,940 So to do this, we are going to safe and we're going to go to file and build settings. 214 00:13:43,850 --> 00:13:48,280 At the moment, there's absolutely no scenes in the scenes and belt, which means it won't actually 215 00:13:48,280 --> 00:13:49,000 load anything. 216 00:13:49,480 --> 00:13:54,670 So we have to click and open scenes, which means zero now. 217 00:13:54,940 --> 00:13:57,610 So now that's all you have to do in order to get that to work. 218 00:13:58,510 --> 00:14:01,900 So and I'm simply going to click build. 219 00:14:03,130 --> 00:14:05,800 As you can see, it's going to export and epic. 220 00:14:06,660 --> 00:14:15,040 I'll probably create myself a new folder here called Apex or something and just give it a name. 221 00:14:15,850 --> 00:14:18,970 And well, it's called Halloween shooter anyway. 222 00:14:18,970 --> 00:14:21,520 So Halloween test one. 223 00:14:22,400 --> 00:14:24,640 And that will then explore that. 224 00:14:25,510 --> 00:14:31,450 Now, it could take a while, but once it's exported, you will never be able to load that up in your 225 00:14:31,450 --> 00:14:31,810 phone. 226 00:14:33,130 --> 00:14:37,750 So what I want you to do, if you've got an Android device, you've got an Apple device, don't worry. 227 00:14:38,560 --> 00:14:39,880 We'll get onto that later. 228 00:14:40,360 --> 00:14:46,480 And I want you to go on to Google Play and install this app installer or it's completely free. 229 00:14:47,080 --> 00:14:50,140 And I've been using it for a while. 230 00:14:50,140 --> 00:14:51,760 It seems to be perfectly fine. 231 00:14:51,760 --> 00:14:56,410 And it just lets you basically load in your APCs from unity in order to play them. 232 00:14:57,130 --> 00:15:05,890 And now, normally, if it's not coming from a verified source like Google Play or Apple I iso, and 233 00:15:06,220 --> 00:15:08,220 you will get these kind of messages. 234 00:15:08,230 --> 00:15:12,090 So unknown source, will you allow it to actually install? 235 00:15:12,610 --> 00:15:17,230 What this is worried about is that it may be an APK that's from an untrusted source. 236 00:15:17,320 --> 00:15:19,480 It might be stealing your data and all that kind of stuff. 237 00:15:20,080 --> 00:15:23,050 You know, this is a trusted source because you've made it yourself. 238 00:15:23,290 --> 00:15:23,620 All right. 239 00:15:23,620 --> 00:15:24,580 It's coming from unity. 240 00:15:25,120 --> 00:15:32,890 So all you have to do there is either click allow or you might have to change something like this. 241 00:15:32,890 --> 00:15:33,430 Where. 242 00:15:36,130 --> 00:15:38,710 Install apps from external sources. 243 00:15:39,040 --> 00:15:40,630 It differs from phone to phone. 244 00:15:41,020 --> 00:15:47,110 OK, now to actually allow your phones to actually install APCs from outside sources. 245 00:15:47,470 --> 00:15:52,030 OK, but once it's on there, you should then be able to fire it up and just double check, see how 246 00:15:52,030 --> 00:15:55,360 many frames per second you're getting to make sure it's all working fine. 22216

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