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..87d64d1592 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/6.2-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_. @@ -60,15 +60,18 @@ Android Build Support installs and manages the Android SDK and Android NDK for y ![Android settings in preferences#center](images/unity-prefs-external-tools.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. + Important to make sure you save this to your local disk and NOT a cloud storage like OneDrive as that may result in errors further down the road - 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 and open the sample scene then click on 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..b30253d020 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 platofrm 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. 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-17,7 +17,7 @@ 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 - add photo "urp confirmation" 1. Enter project name (this will be used as the name of the project folder) @@ -77,11 +77,11 @@ Once Unity has loaded, you will be presented with a template project. You can ig ## 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 _File_ menu and select _Build Profiles_ 1. Select _Android_ from the Platform list -1. Select _Switch Platform_ +1. Select _Switch Platform_as you have done 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/) Unity will take a moment to build the assets for the Android platform. @@ -95,9 +95,9 @@ Your scene view will look something like this: It is worth checking that everything has imported and been 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 default configurations) you will see the list of asset files. - add photo 1. Open the _BurstNeonCollisions_ folder @@ -114,21 +114,21 @@ The game will launch and you will see an empty environment begin to fill with mo ## 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 profile_ from the File menu 1. Tick the _Development Build_ option -1. Select _Add Open Scenes_ to add the demo scene to your _Scenes in Build_ list +1. Select _Add Open Scenes_ to add the demo scene to your _Scenes in Build_ list - check if this is needed 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. The screenshot below shows the settings with a _Samsung S8_ selected as the _Run Device_ +1. The screenshot below shows the settings with a our demo device selected as the _Run Device_ you will see you own device in this box 1. Select _Build and Run_ - ![Build settings#center](images/android-build-settings.PNG "Figure 5. Android build settings showing selected Android device.") + ![Build settings#center](images/android-build-settings.PNG "Figure 5. Android build settings showing selected Android device.") - update SS 1. Enter a name for the APK (the Android package) and select _Save_