Gamieon

Christopher joined Mar 14, 2009

Gamieon is a privately owned entertainment software development company located in Tampa, Florida. Since October of 2004, we have aimed to provide quality video game software which emphasizes both intellectual and action-driven challenge to the gaming community. Gamieon depends on the talent of individuals working as a team to develop video games and video game engines with a focus on exceptional game play and surrealism.

Report article RSS Feed Building my Unity 3.4 iOS app on Android (Part 2)

Posted by Gamieon on Jan 20th, 2012

So after playing Hyperspace Pinball on my HTC Thunderbolt for a while, I've come up with a short list of things that need to be done before I even think of publishing it (it's already out for iOS) on an Android phone:

  • Trying to go to the home screen roughly thirty seconds after Unity launches the game (right after building) can sometimes result in the phone "dying" and requiring the battery to be remounted. Not a very friendly testing environment. 
  • After doing at least one Android build / deployment, I can't seem to close Unity without using the task manager to kill adb.exe.
  • Window aspect ratio needs to be controlled. Some of the scene is being clipped on the sides. Maybe
    Gamedesigntheory.blogspot.com can help me.
  • Need to set up the Android HeyZap libraries (should be a trivial task)
  • My games were all designed to retain local high scores locally, and sync them with a remote high score server (like Game Center). It may be wise to not rush into this, and do a first release without global rankings.
  • Unpredictable speed issues. I played the first three rounds of my game over and over again...sometimes it was smooth, and other times it was terribly choppy. On some occasions it simply froze up entirely. I spent many, many hours optimizing my game to work smoothly on an iPhone 3GS. If an HTC Thunderbolt can't handle it, and this is a preview of the things to come; then I chose the wrong platform for this particular game. It's really nothing more than some geometric primitives bouncing around the screen with particle effects...so why the slowness? 

Despite all this...with the profiling tools that came with Unity, and a very active Unity community, I see no reason for this Android port to fail.


Update 1: I found 
Mindthecube.com today and I discovered I'm not using OnGUI optimally. After going through all my scenes and reducing the number of different scripts calling OnGUI to one, things seem to be smoother. Disabling the logcat profiler from the player settings helped too; but there is still choppiness during multiball, so the optimizations must continue.

Update 2: I went into the Player settings and set the Graphics Level to OpenGL ES 1.x. That seems to have made all the crashes go away so far...I wanted it to be 1.x in the first place.

Update 3: The link for fixing the window aspect ratio seems to have worked; and even revealed a bug where I'm actually clipping off the right side of the pinball set but never noticed it before! However, there's a new issue now: The aspect change caused the top and bottom regions to be a "wild west of pixels" with artifacting and other weird issues. I may have to cover them up with GUI.DrawTexture.


Check out my homepage and news feeds
   

And my projects!

     

Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

Level
Avatar
Avatar
Offline Since
May 25, 2012
Country
United States United States
Gender
Male
Age
33
Member Watch
Track this member
Blog
Browse
Blogs
Report Abuse
Report article