Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
75 commits
Select commit Hold shift + click to select a range
6e974a5
Update 1-setup.md
V3x-0E Nov 18, 2025
ec63881
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
de114f0
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
33179fd
Add files via upload
V3x-0E Nov 18, 2025
5a3d4ef
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
a369ecf
Add files via upload
V3x-0E Nov 18, 2025
cf6256a
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
eab0ac8
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
ba8e954
Add files via upload
V3x-0E Nov 18, 2025
30872da
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
ed5b6bf
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
29a910d
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
c26dcfe
Update 3-test-on-android.md
V3x-0E Nov 18, 2025
bb44e41
Update 1-setup.md
V3x-0E Nov 18, 2025
505d9a6
Update 1-setup.md
V3x-0E Nov 18, 2025
318894f
Update 1-setup.md
V3x-0E Nov 18, 2025
be0d876
Update 1-setup.md
V3x-0E Nov 18, 2025
aa94297
Update 5-profile-on-android.md
V3x-0E Nov 18, 2025
d1ae77d
Add files via upload
V3x-0E Nov 18, 2025
2f72c6c
Update 1-setup.md
V3x-0E Nov 18, 2025
6345d13
Update 1-setup.md
V3x-0E Nov 18, 2025
5a8058f
Update 1-setup.md
V3x-0E Nov 18, 2025
fa881eb
Update instructions for selecting project template
V3x-0E Dec 3, 2025
51ac2e7
Revise Unity project preparation steps for Android
V3x-0E Dec 5, 2025
92a9407
Add files via upload
V3x-0E Dec 5, 2025
680929d
6.3 lts uupdate
V3x-0E Dec 5, 2025
5c36daf
Update image reference for Android build support setup
V3x-0E Dec 8, 2025
2f31a83
final image for 6.3
V3x-0E Dec 8, 2025
00a3799
Add files via upload
V3x-0E Dec 8, 2025
c378293
Add files via upload
V3x-0E Dec 8, 2025
115d370
Update image path for Android settings in preferences
V3x-0E Dec 8, 2025
8c54e66
Add files via upload
V3x-0E Dec 8, 2025
decafb4
Update 2-preparation.md
V3x-0E Dec 8, 2025
cdfb698
Add files via upload
V3x-0E Dec 11, 2025
5916073
Update 2-preparation.md
V3x-0E Dec 11, 2025
3085722
Update 2-preparation.md
V3x-0E Dec 11, 2025
2ac4085
Update 2-preparation.md
V3x-0E Dec 11, 2025
3625cce
Add files via upload
V3x-0E Dec 11, 2025
8933827
Update 2-preparation.md
V3x-0E Dec 11, 2025
8559efe
Update 2-preparation.md
V3x-0E Dec 11, 2025
7fc8c05
Update 2-preparation.md
V3x-0E Dec 11, 2025
53a12e3
Update 2-preparation.md
V3x-0E Dec 11, 2025
c97b413
Add files via upload
V3x-0E Dec 11, 2025
7910ec9
Update 4-profiling.md
V3x-0E Dec 11, 2025
1312a35
Add files via upload
V3x-0E Dec 11, 2025
8f68c1f
Update 5-collect.md
V3x-0E Dec 11, 2025
f54a395
Update 6-unity-analyzer.md
V3x-0E Dec 11, 2025
1d95afd
Add files via upload
V3x-0E Dec 11, 2025
f3a5a90
Update _index.md
V3x-0E Dec 11, 2025
d8acc5b
Update _index.md
V3x-0E Dec 11, 2025
8937334
Update 5-collect.md
V3x-0E Dec 11, 2025
df72997
Update 6-unity-analyzer.md
V3x-0E Dec 11, 2025
2a89509
Update 1-setup.md
V3x-0E Dec 16, 2025
987be1b
Update 3-test-on-android.md
V3x-0E Dec 16, 2025
f061f7d
Add files via upload
V3x-0E Dec 16, 2025
ac8638f
Add files via upload
V3x-0E Dec 16, 2025
007c5e2
Update 2-preparation.md
V3x-0E Dec 16, 2025
a0b0651
Update 5-collect.md
V3x-0E Dec 16, 2025
eb21713
Update 6-unity-analyzer.md
V3x-0E Dec 16, 2025
9b81927
deleting bad images
V3x-0E Dec 18, 2025
882ba36
deleting images
V3x-0E Dec 18, 2025
5c92351
Delete content/learning-paths/mobile-graphics-and-gaming/get-started-…
V3x-0E Dec 18, 2025
a8e7de8
Delete content/learning-paths/mobile-graphics-and-gaming/get-started-…
V3x-0E Dec 18, 2025
9f54203
Delete content/learning-paths/mobile-graphics-and-gaming/get-started-…
V3x-0E Dec 18, 2025
7337979
Delete content/learning-paths/mobile-graphics-and-gaming/get-started-…
V3x-0E Dec 18, 2025
60e9eca
Update 2-preparation.md
V3x-0E Dec 18, 2025
6ed469a
Update 2-preparation.md
V3x-0E Dec 18, 2025
0c4c0d1
Update 2-preparation.md
V3x-0E Dec 18, 2025
d30ff6d
Update 2-preparation.md
V3x-0E Dec 18, 2025
8067b36
Update 2-preparation.md
V3x-0E Dec 18, 2025
adf6609
Update 2-preparation.md
V3x-0E Dec 18, 2025
c9a7779
Update 2-preparation.md
V3x-0E Dec 18, 2025
70415e1
Update 4-profiling.md
V3x-0E Dec 18, 2025
44bcc15
Update 4-profiling.md
V3x-0E Dec 18, 2025
b8b9f58
Update 4-profiling.md
V3x-0E Dec 18, 2025
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -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.

Expand All @@ -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_.

Expand All @@ -58,25 +58,28 @@ 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"

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")

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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")
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

For some reason the images aren't showing on this page for me. Code looks correct, but can you please check? Probably need to clean up the 2/3 versions of each image that you're not using anyway (with underscores and spaces)


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

Expand All @@ -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.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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")
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

same image not showing here for me either. Wonder if the multiple versions are confusing it?


3. You should already have the Android platform selected, so connect your device and click on _Build and Run_.

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand Down
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Original file line number Diff line number Diff line change
Expand Up @@ -2,26 +2,27 @@
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

1. Log in (if you are not already)

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_

Expand All @@ -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.")
Loading