diff --git a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/1-setup.md b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/1-setup.md index 5bb90ce973..b3c4c8aa24 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/1-setup.md +++ b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/1-setup.md @@ -26,19 +26,19 @@ First off, if you haven't already got Unity, we recommend following their steps - Once logged in, if you don't already have any editor versions installed, Unity may recommend the latest Long-Term Support version. -![Unity LTS suggested installation#center](images/unity-auto-suggested-install.png "Figure 1. Long Term Support version suggested by Unity Hub") +![Unity LTS suggested installation#center](images/unity-auto-suggested-install.png "Figure 1. Long Term Support version suggested by Unity Hub") - Go ahead and install the editor they suggest. If you don't see the above screen, you can always install a version of Unity manually. Click on the _Installs_ tab on the left to see the list of installed editors (which will likely be empty): -![Empty installs windows#center](images/unity-no-installs.png "Figure 2. Unity Hub installation list (empty)") +![Empty installs windows#center](images/unity-no-installs.png "Figure 2. Unity Hub installation list (empty)") - Click on the recommended version. On the next screen we will add the Android module: -![Recommended editor version#center](images/unity-install-lts.png "Figure 3. Install recommended LTS version") +![Recommended editor version#center](images/install-6.3.png "Figure 3. Install recommended LTS version") You should see a list of optional features to install with your editor. You can install Android build support now. In the list, click on "Android Build Support". -![Install Android Build Support module#center](images/unity-install-modules.png "Figure 4. Add Android Build Support module") +![Install Android Build Support module#center](images/install-android6.3.png "Figure 4. Add Android Build Support module") You now have Unity and Android support. If you forgot to tick Android Build Support or you already had a version of Unity without it, follow the next section to download Android support separately. @@ -48,7 +48,7 @@ Follow these steps if you already have a version of Unity and just need to add t - Click on the _Installs_ tab on the left to see your list of editor installations. Then click on the _cog_ button and select _Add Modules_: -![Add Modules option#center](images/unity-add-modules-option.png "Figure 5. Select Add Modules on the editor for which you wish to add Android support") +![Add Modules option#center](images/6.3-add.png "Figure 5. Select Add Modules on the editor for which you wish to add Android support") - You will be presented with the module list. Select _Android Build Support_ and any other modules you wish to install. Then click _Continue_. @@ -58,17 +58,20 @@ Follow these steps if you already have a version of Unity and just need to add t Android Build Support installs and manages the Android SDK and Android NDK for you. If you ever need to access the SDK or NDK directly, you can find them in the _External Tools_ tab of Unity Editor Preferences (menu option _Edit->Preferences_). -![Android settings in preferences#center](images/unity-prefs-external-tools.png "Figure 6. Android settings in Preferences") +![Android settings in preferences#center](images/external-tools6.3.png "Figure 6. Android settings in Preferences") + +_Note that this will be within a project not the hub_ ## 3. Extract and open the Unity project We have provided a simple project to accompany this learning path. To open it in Unity, please follow these instructions: -- Unzip the [simple profiling example](supporting-files/simple-profiling-example.zip) to your computer +- Unzip the [simple profiling example](supporting-files/simple-profiling-example.zip) to your computer. + Save this to your local disk only. Using cloud storage (e.g. OneDrive, iCloud) may cause errors later on - In Unity Hub, from the _Projects_ tab, select _Add project from disk_ from the drop-down menu: -![Add project from disk#center](images/unity-add-project-from-disk.png "Figure 7. Add the sample project to Unity Hub") +![Add project from disk#center](images/Add-disk.png "Figure 7. Add the sample project to Unity Hub") - Navigate to your unzipped project directory and click "Add project" @@ -76,7 +79,7 @@ You will see your project listed in the _Projects_ tab in Unity Hub. - You can now click on the project to open it. We used Unity 2022.3.18f1 to create the sample; if you use a different version, you will get a warning. The project is very simple and should be safe to convert. However, if in doubt, we recommend installing 2022.3.18f1 via the Unity Hub as we have already showed. -- The project will now open in Unity. Once loaded (the first time can take a while), click on the _Play_ button to run the sample. This will run the project inside the editor. You will see a spinning cube. +- The project will now open in Unity. Once loaded (the first time can take a while) find the scene folder, open the sample scene, and then click the _Play_ button to run the sample. This will run the project inside the editor. You will see a spinning cube. ![Spinning cube sample#center](images/app-running-slowly.png "Figure 8. The spinning cube sample running in the editor") diff --git a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/3-test-on-android.md b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/3-test-on-android.md index edae9754b8..e513a893c2 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/3-test-on-android.md +++ b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/3-test-on-android.md @@ -14,21 +14,20 @@ We're going to build the sample for Android. To do so takes just a few steps and 1. First off, we need to switch the project to _Android_. -1. Select _File->Build Settings_ to show the Build Settings window: +1. Select _File->Build Profile_ to show the Build Profile window: - ![Build Settings window#center](images/build-settings.png "Figure 1. Build Settings window") + ![Build Profiles window#center](images/build-profiles-android.png "Figure 1. Build Profiles window") -1. Notice how the project is currently in "Windows, Mac, Linux" mode. We need to switch to Android. +1. In your project the platform labelled _Active_ will be your machine's operating systems (Windows, Mac or Linux). Since we are developing an Android app we must rebuild for Android. -1. Select _Android_ on the left and then click on _Switch Platform_. This will take a few moments as it re-builds the assets for the Android mode (this step can take longer the first time it is done for any project). +1. Select _Android_ on the left and then click on _Switch Platform_ at the bottom of the build profiles screen. This will take a few moments as it re-builds the assets for the Android mode (this step can take longer the first time it is done for any project). - ![Switch platform to Android#center](images/build-settings-switch-platform.png "Figure 2. Switch platform to Android") + ![List of scenes#center](images/scene-list.png "Figure 2. Scene list") -1. We must now tell Unity which scene to open when the app runs. This affects all platforms. Click on _Add Open Scenes_ to add the opened sample scene to the _Scenes in Build_ list. We will only need to do this once. - -![Scenes in Build#center](images/build-settings-scenes-in-build.png "Figure 3. Scenes in Build list") - -That's all we need to do to simply run the app. There are a couple more steps required to run the profiler but we'll cover those later. +1. In the screenshot, you can see that our SampleScene is already included in the build and preselected as the first scene to load. +This list shows all the scenes that will be packaged into the final build. +The top scene in the list is the one Unity will load first when the game starts. +If your project contains multiple scenes, this is where you would select which ones to include and set your startup scene. ## Prepare your Android device for development @@ -48,9 +47,9 @@ Connect your Android device to your computer using a USB cable. Unity may take a Android may ask for confirmation before enabling the connection. -In the _Build Settings_ window: +In the _Build Profile_ window: -1. Ensure your device appears in the _Run Device_ menu and select it. +1. Ensure your device appears in the _Run Device_ menu and select it, if the device doesn't appear make sure to press the "Refresh" button then your device should appear in the drop down menu. 1. Select _Build and Run_. Choose a location to save your build. diff --git a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/5-profile-on-android.md b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/5-profile-on-android.md index db5a3c636b..fa43d312c4 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/5-profile-on-android.md +++ b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/5-profile-on-android.md @@ -15,7 +15,7 @@ You should always check the performance of your app on a device comparable to th 1. To activate profiling, we will enable the _Development Build_ and _Autoconnect Profiler_ options. -![Enable profiling options](images/build-settings-enable-profiling.png "Figure 1. Enable options for profiling") + ![Enable profiling options#center](images/build-profiles-android.png "Figure 1. Build Profiles window") 3. You should already have the Android platform selected, so connect your device and click on _Build and Run_. diff --git a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/_index.md b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/_index.md index 80d333f768..9e3b4d3257 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/_index.md +++ b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/_index.md @@ -15,7 +15,7 @@ prerequisites: - Recent Android device, such as a mobile phone or tablet - Desktop computer capable of running Unity -author: visualSilicon +author: Joshua Marshall-Law ### Tags skilllevels: Introductory diff --git a/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/images/6.2-add.png b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/images/6.2-add.png new file 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index 0000000000..9f2db8e01f Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/images/scene-list.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/2-preparation.md b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/2-preparation.md index 1e7d2bf7a0..d5ea1b33cc 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/2-preparation.md +++ b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/2-preparation.md @@ -2,14 +2,13 @@ title: Preparation weight: 4 -### FIXED, DO NOT MODIFY layout: learningpathall --- ## Create a blank project -You'll need Unity installed with Android build support. Read [Get started with Unity on Android](/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android) for help installing Unity as well as building and deploying to an Android device. +You'll need Unity installed with Android build support. Read [Get started with Unity on Android](/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android) for help installing Unity, as well as building and deploying to an Android device. -Although the sample application is a project, you will still need to create a blank project to import it into. +Although the sample application is itself a project, you will still need to create a blank project to import it into. 1. Open the Unity Hub @@ -17,11 +16,13 @@ Although the sample application is a project, you will still need to create a bl 1. Select _New Project_ -1. Select the _3D (URP) Core_ template +1. Select the _3D (URP) Core_ template + + ![Display URP Template#center](images/URP.png "Figure 1. URP 3D template") + +1. Enter a project name (this will be used as the name of the project folder) -1. Enter project name (this will be used as the name of the project folder) - -1. Enter location (path of your project on disk) +1. Enter a location (the path of your project on disk) 1. Select _Create Project_ @@ -30,108 +31,117 @@ Note that [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unit Unity will take a moment to create your new project and build the default assets. ## Download and install the sample application -Once Unity has loaded, you will be presented with a template project. You can ignore all of the assets provided by Unity. You will only need to concentrate on the files from the sample project. +Once Unity has loaded, you will be presented with a template project. You can ignore all of the assets provided by Unity; you only need to focus on the files from the sample project. 1. Open a web browser -1. Open the [sample project page](https://assetstore.unity.com/packages/essentials/tutorial-projects/optimizing-collisions-with-burst-and-neon-intrinsics-196303) +1. Open the [sample project page](https://assetstore.unity.com/packages/essentials/tutorial-projects/optimizing-collisions-with-burst-and-neon-intrinsics-196303) 1. You will need to log in (if you haven’t already) -1. On the asset (Optimizing Collisions with Burst and Neon Intrinsics) page select _Add to my assets_ button +1. On the asset (Optimizing Collisions with Burst and Neon Intrinsics) page, select the _Add to my assets_ button 1. The button will change to _Open in Unity_. Select it. -1. A pop-up window will ask to open the asset in Unity. You can do this by selecting the _Open Unity Editor_ button +1. A pop-up window will ask to open the asset in Unity. Select the _Open Unity Editor_ button. -1. If Unity fails to open the asset or no pop-up appears, select _My Assets_ button in the top-right of the page: +1. If Unity fails to open the asset or no pop-up appears, select the _My Assets_ button in the top-right of the page: a. Your assets should appear in a list b. Find the entry for _Optimizing Collisions with Burst and Neon Intrinsics_ - c. Select _Open in Unity_ button + c. Select the _Open in Unity_ button d. A pop-up will appear as in step 6 above e. Select _Open Unity Editor_ -1. The Unity Editor will bring itself to the front and show the _Package Manager_ +1. The Unity Editor will come to the foreground and display the _Package Manager_ + + ![Open Project manager#center](images/PM.png "Figure 2. Package Manager with asset showing.") 1. You will see the sample project listed and highlighted. Select _Download_. 1. Select _Import_ -1. A warning message will appear because the sample project will replace the project settings in your current project. Since we have only just created this new project, it is fine to overwrite. Select _Import_. +1. A warning message will appear because the sample project will replace the project settings in your current project. Since this is a newly created project, it is fine to overwrite them. Select _Import_. -1. A further warning may appear as the sample project has additional dependencies which our blank project hasn’t activated yet. Select _Install/Upgrade_. +1. A further warning may appear because the sample project has additional dependencies that your blank project hasn’t activated yet. Select _Install/Upgrade_. 1. The Import Unity Package window will appear. It allows individual files and folders to be imported or ignored. You will need all of the files in the project. Leave all items ticked and select _Next_. - ![Import sample project#center](images/Import-window-step-1.PNG "Figure 1. Import the sample project using the Package Manager.") + ![Import sample project#center](images/Import-window-step-1.PNG "Figure 3. Import the sample project using the Package Manager.") -1. A second window will open that lists the project settings that will be overwritten. We want the settings from the sample code so leave all items ticked. Select _Import_. +1. A second window will open listing the project settings that will be overwritten. We want the settings from the sample project, so leave all items ticked and select _Import_. - ![Overwrite project settings#center](images/import-window-step-2.png "Figure 2. Overwrite project settings with the settings from the imported sample project.") + ![Overwrite project settings#center](images/import-window-step-2.png "Figure 4. Overwrite project settings with the settings from the imported sample project.") ## Set up the project Once the sample project has been imported, you will see some errors and warnings. -1. Open _File_ menu and select _Build Settings_ +1. Open the _File_ menu and select _Build Profiles_ 1. Select _Android_ from the Platform list -1. Select _Switch Platform_ +1. Select _Switch Platform_, as you did in the [previous learning path](https://learn.arm.com/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android/3-test-on-android/) + + ![Build-Profile-Menu#center](images/BP-menu.png "Figure 5. Build Profile menu.") Unity will take a moment to build the assets for the Android platform. -The errors will disappear but some warnings regarding unreachable code will appear. These will be explained later but can be safely ignored for now. +The errors will disappear, but some warnings regarding unreachable code may appear. These will be explained later and can be safely ignored for now. -Your scene view will look something like this: +Your Scene view should look something like this: -![Scene view#center](images/sample-project-default-scene-view.PNG "Figure 3. Default scene view of sample project.") + ![Scene view#center](images/sample-project-default-scene-view.PNG "Figure 6. Default scene view of the sample project.") -## Run the project inside the editor +If it does not, the next steps should help identify the issue. -It is worth checking that everything has imported and been built correctly. +## Run the project inside the editor +It is worth checking that everything has been imported and built correctly. -1. Close the _Build Settings_ window +1. Close the _Build Profiles_ window -1. In the Project tab (usually at the bottom in default configurations) you will see the list of asset files. +1. In the Project tab (usually at the bottom in the default layout), you will see the list of asset files. + + ![Scenes Folder#center](images/Bad-Load.png "Figure 7. Assets area") 1. Open the _BurstNeonCollisions_ folder -1. Open _Scenes_ folder +1. Open the _Scenes_ folder 1. Open the scene called _SampleScene_ 1. Select the _Play_ (triangle) button to launch the program. -The game will launch and you will see an empty environment begin to fill with more and more characters (capsules) over time. It will look something like this: +The game will launch, and you will see an empty environment begin to fill with more and more characters (capsules) over time. It will look something like this: -![Screenshot at runtime#center](images/game-view.PNG "Figure 4. Sample running in Game view.") +![Screenshot at runtime#center](images/game-view.PNG "Figure 8. Sample running in Game view.") ## Deploy to Android You will now deploy the sample to your Android device. Your device must already be set up for development. For detailed instructions, read the learning path [Get started with Unity on Android](/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android). -1. Open _Build Settings_ from the File menu +1. Open _Build Profiles_ from the _File_ menu 1. Tick the _Development Build_ option + + ![Import sample project#center](images/BP-Menu-Build.png "Figure 9. Development Build.") 1. Select _Add Open Scenes_ to add the demo scene to your _Scenes in Build_ list 1. Plug your Android device into your computer -1. Once recognized, your device will be listed in the drop-down menu next to _Run Device_ +1. Once recognized, your device will appear in the drop-down menu next to _Run Device_ -1. The screenshot below shows the settings with a _Samsung S8_ selected as the _Run Device_ +1. The screenshot above shows the demo device selected as the _Run Device_. You will see your own device listed here. 1. Select _Build and Run_ - ![Build settings#center](images/android-build-settings.PNG "Figure 5. Android build settings showing selected Android device.") - 1. Enter a name for the APK (the Android package) and select _Save_ -Unity will take a moment to build the Android version and then automatically deploy it to your connected Android device. Depending on your setup, the build and deployment might take several minutes. +Unity will take a moment to build the Android version and then automatically deploy it to your connected Android device. Depending on your setup, the build and deployment process may take several minutes. + +This is an example of what the scene could look like on your device: -![Running on Android#center](images/android-plain-mode.webp "Figure 6. Sample application running on Android.") +![Running on Android#center](images/android-plain-mode.webp "Figure 10. Sample application running on Android.") diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/4-profiling.md b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/4-profiling.md index 10015c62ed..a75fc9e539 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/4-profiling.md +++ b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/4-profiling.md @@ -17,11 +17,11 @@ The Profiler will be able to help you in various ways: - Monitor and measure CPU usage across various areas of the Unity engine and your app, e.g., graphics rendering, script processing, physics, animation, UI etc. -- Monitor and measure memory allocations +- Monitor and measure memory allocations. -- Get a breakdown of how long specific functions are taking +- Get a breakdown of how long specific functions are taking. -- Help identifying where the bottlenecks are in your application +- Help identifying where the bottlenecks are in your application. ## Launch the Profiler @@ -35,11 +35,11 @@ On the other hand, if the performance issues happen later in the app's lifetime, In our sample, the performance issues will be apparent soon after launch. To profile directly on an Android device: -1. Open the _Build Settings_ +1. Open the _Build Profiles_ 1. Ensure _Autoconnect Profiler_ is ticked - ![Build settings to autoconnect profiler#center](images/android-build-settings-autoconnect-profiler.PNG "Figure 1. Build settings with connected Android device and Autoconnect Profiler enabled.") + ![Build settings to autoconnect profiler#center](images/AC.png "Figure 1. Build settings with connected Android device and Autoconnect Profiler enabled.") 1. Select _Build and Run_ @@ -51,15 +51,17 @@ In our sample, the performance issues will be apparent soon after launch. To pro If you forget to tick the auto-connect option or you want to wait before you connect the Profiler, you can connect the Profiler while the app is running: -1. Select _Window_ menu, then _Analysis_, then _Profiler_ +While inside the unity editor: -1. A round record button is present in the top-left +1. Select _Window_ menu, then _Analysis_, then _Profiler_ . + +1. A round record button is present in the top-left. 1. To the left of the record button is a drop-down menu identifying the connection mode and device. To profile the app running in the editor, you would set this to _Play Mode_. 1. Your Android device should appear in the list. Select it to connect the Profiler. -1. Press the record button to start profiling (the button will turn red) +1. Press the record button to start profiling (the button will turn red). You can stop the recording at any time by pressing the Record button. It will turn gray when recording is not in progress. @@ -69,7 +71,7 @@ The Profiler window contains a lot of information spread over two main scrollabl ### CPU Usage graph and frame-rate labels The CPU Usage graph captures profiling data every frame while it is active. -![Profiler CPU usage#center](images/profiler-samsung-s8-plain.PNG "Figure 2. The CPU Usage graph with data from the sample collision code app collected from a Samsung S8.") +![Profiler CPU usage#center](images/profiler-samsung-s8-plain.PNG "Figure 2. The CPU Usage graph with data from the sample collision code app collected.") If you have a performance issue that worsens over time (as with the case of the collision sample), you will see the graph gradually (or quickly) fill over time. Watch the frame rate labels on the left of the graph. These labels mark the Y-axis at set intervals. They show you what CPU Usage would be required to achieve given frame rates. For example, if your CPU Usage remained under 16 milliseconds then as far as the CPU is concerned, a frame rate of 60 frames-per-second (FPS) would be achievable. If the CPU Usage is under 16ms but your frame rate is still lower than expected, that is an indication that the app has performance issues elsewhere, e.g., in the GPU. diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/5-collect.md b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/5-collect.md index d0349ca3ed..0cd3950f4f 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/5-collect.md +++ b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/5-collect.md @@ -24,7 +24,7 @@ You will now collect some data from the unoptimized version of the code. To do t 1. Build and deploy to your Android device: - - Open _File/Build Settings_ + - Open _File/Build Profiles_ - Ensure the following options are ticked: @@ -50,7 +50,7 @@ You will now collect some data from the unoptimized version of the code. To do t - Select the disk icon in the top right of the Profiler window - - Enter filename + - Enter filename by clicking on the name in the file list on the left of the screen ``` plain.data @@ -72,7 +72,7 @@ Let's repeat the above process but this time build and deploy the optimized vers - Build and deploy to your Android device: - 1. Open _File/Build Settings_ + 1. Open _File/Build Profiles_ 1. Ensure the following options are ticked: diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/6-unity-analyzer.md b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/6-unity-analyzer.md index c4837997b8..f4e5d8422b 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/6-unity-analyzer.md +++ b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/6-unity-analyzer.md @@ -9,13 +9,13 @@ layout: learningpathall ## Set up the Analyzer Before you can use the Analyzer tool, you need to install the related package it comes in. Follow these steps with the Package Manager: -1. Select menu option _Window/Package Manager_ +1. Select menu option _Window/Package Management/Packet Manager_ 1. Switch Packages option to _Packages: Unity Registry_ 1. Select _Profile Analyzer_ - ![Package Manager showing Analyzer#center](images/package-manager-install-profile-analyzer.PNG "Figure 1. Profile Analyzer package in Package Manager.") + ![Package Manager showing Analyzer#center](images/PA.png "Figure 1. Profile Analyzer package in Package Manager.") 1. Select _Install_ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/_index.md b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/_index.md index 4be9196bd2..24b599bcc4 100644 --- a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/_index.md +++ b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/_index.md @@ -16,7 +16,7 @@ prerequisites: - Basic knowledge of Unity and programming concepts - Learning path [Get started with Unity on Android](/learning-paths/mobile-graphics-and-gaming/get-started-with-unity-on-android) -author: Arm +author: Joshua Marshall-Law ### Tags skilllevels: Introductory diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/AC.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/AC.png new file mode 100644 index 0000000000..8ce4dc25ee Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/AC.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-Menu-Build.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-Menu-Build.png new file mode 100644 index 0000000000..fc1dafdcfd Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-Menu-Build.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-menu.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-menu.png new file mode 100644 index 0000000000..4aa1c4b3b2 Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/BP-menu.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/Bad-Load.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/Bad-Load.png new file mode 100644 index 0000000000..e41ebfc14a Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/Bad-Load.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PA.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PA.png new file mode 100644 index 0000000000..834ce70965 Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PA.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PM.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PM.png new file mode 100644 index 0000000000..2a9ee8dc36 Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/PM.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP-confirmation.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP-confirmation.png new file mode 100644 index 0000000000..0dff4078a1 Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP-confirmation.png differ diff --git a/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP.png b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP.png new file mode 100644 index 0000000000..5056cca552 Binary files /dev/null and b/content/learning-paths/mobile-graphics-and-gaming/profiling-unity-apps-on-android/images/URP.png differ