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Samsung Invites Unity Devs to Take on US$185,000 ‘Tizen App Challenge’


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Any developer who has designed a game with Unity that has reached more than 10,000 installs in the Google Play or Apple App Store may enter the challenge. Simply port the existing app to Tizen and start selling it in the Tizen Store. The first 50 apps can get US$3,000 each, and the entrant with the most popular app (attaining the highest number of Tizen Store installations) will win the grand prize of US$20,000.

 

Samsung Electronics has announced that the Tizen App Challenge for Unity developers will commence on August 18th, 2016 - prior to the launch of the Samsung Z2, a new smartphone running on the Tizen operating system. If you are a developer who has made a Unity-based game that has reached more than 10,000 installs, you're eligible to enter the challenge.

appchallenge_logo.png

 

The contest will run from August 18 to November 21, with a total amount of US$185,000 in prizes up for grabs. The first 50 apps can get US$3,000 each when the apps are started to be for sale in Tizen Store. Additionally, top prizes will be awarded to three participants whose games reach the highest number of downloads during the contest period, in the amount of US$20,000, $10,000 and $5,000, respectively.

 

prize_0825.jpg

 

The challenge consists of two steps. Contestants must complete both in order to register their app and secure a chance to win the prizes.

  • Step 1: You'll need to show that your game has been made with Unity and has reached at least 10,000 downloads in the Google Play or Apple App Store.
  • Once you complete Step 1, you'll receive a confirmation email from Samsung. Then you'll be able to port your app to Tizen and register it in the Tizen Store.
  • To complete Step 2, you must submit the unique Content ID you'll receive once you've registered your app in the Tizen Store.

 

For more information on the Tizen App Challenge, visit

http://unity3d.com/partners/samsung/tizen-challenge/

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      Figure 1: Enabling the "Build App Bundle" option

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      Figure 2: "Init Play Asset Delivery" option

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      Figure 3: Creating asset groups

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      Figure 4: Converting assets into Addressables

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      Figure 5: Assigning assets to groups

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      Figure 6: Selecting the delivery type for asset groups

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      To complete this setup, use the AssetReference type in your game. This feature enables you to manage and edit addressable assets dynamically at runtime, which gives you more flexibility and control over the assets that your game uses.
      To use two game addressable assets in your script, follow these steps:
      Create two AssetReference instances for the floor types (grass and ground) that you added in the previous section. Add the SerializeField attribute to these AssetReference instances. This enables setting up the assets directly from the Unity editor: [SerializeField] AssetReference Grass_mat; [SerializeField] AssetReference Ground_mat; In the Unity editor, drag and drop the grass and ground assets into the fields in the GameObject script section. Now the AssetReferences specifically reference these two assets during runtime.
      Downloading assets during runtime is necessary for PAD. Use AsyncOperations to load these assets:
      Grass_mat.LoadAssetAsync<Material>().Completed += OnGrassAssetLoaded; Ground_mat.LoadAssetAsync<Material>().Completed += OnGroundAssetLoaded; The OnGrassAssetLoaded and OnGroundAssetLoaded handler functions are defined to use the loaded assets. The LoadAssetAsync method passes the asset using an AsyncOperationHandle, and from there you can access the asset itself using the AsyncOperationHandle.Result parameter.
      In this game, we are using PAD to load the grass and ground assets. Once they are successfully loaded, you can change the floor tile material using the following handler functions.
      In this example, after loading the grass and ground assets, you apply the material change to all the floor tiles in the level:
      void OnGroundAssetLoaded(AsyncOperationHandle<Material> handle) { groundMaterial = handle.Result; foreach (GameObject prefab in floorPrefabs) { prefab.GetComponent<MeshRenderer>().material = groundMaterial; } } Save the script and go back to the Unity editor. The new materials are loaded and applied to the floor tiles in the level.

      Testing your PAD-enabled game on the Play Store and Galaxy Store
      The game configuration for using addressable assets and PAD is complete. Before publishing your game, consider whether to use the "Split Application Binary" option.
      On the Android Player settings, expand "Publishing Settings," and scroll down to the "Split Application Binary" checkbox. This checkbox decides how Unity handles packaging when building the game. If this checkbox is checked, Unity splits the base game files from the asset files when building the AAB and enables you to configure each PAD feature in your game. In the images below, you can see what happens when you choose this option. If this option is unchecked, Unity always generates a singular archive file and disables PAD. This is the safest option for uploading your game to Galaxy Store, if your PAD configuration is using options that are not supported by Galaxy Store.



      Figure 7: "Split Application Binary" option

      To enable PAD, check the "Split Application Binary" option Build the game and upload the generated AAB file to both the Play Store and Galaxy Store to check how the game behaves in both stores. If the game assets load correctly in both stores, the PAD configuration was done correctly. Below is an example of what might happen if "On Demand" configuration is used instead.
      When the game is downloaded from the Play Store, Unity automatically downloads the "On Demand" assets. A notification for an "Additional file download" appears during the download process:




      Figure 8: Additional file download notification

      Once the download is complete, the downloaded asset is loaded in your game, replacing the previous assets. In this example game case, the old ground and grass materials are changed to the new textures configured in the previous section.




      Figure 9: Assets updated in the game

      However, when the same game AAB file is uploaded to Galaxy Store and a user downloads it from this store, the PAD assets are not downloaded. Thus, when the game tries to use these assets, they cannot be loaded into the game's memory and glitches might appear.
      While additional error checking can be done to avoid these glitches, the functionalities which require PAD assets still cannot be used. Internally, the game checks the installation source before trying to download the PAD assets and throws an error if the game is not installed from the Play Store.




      Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store

      Making the game compatible with Galaxy Store
      To upload your game to Galaxy Store, you can adjust the asset handling to be compatible with Galaxy Store. The best way to do this is by bundling the assets together with the base game, as explained in the previous sections.
      This method is highly recommended. This ensures that the required assets are always available with the game, as well as allowing you to change the assets during runtime, if necessary. Though this can increase the game download size and require you to upload a separate AAB file to Galaxy Store, the process ensures that the assets are always available with the game for full feature parity across all storefronts.
      To make your game build compatible with all storefronts, choose one of the following approaches.
      Option 1: Uncheck the "Split Application Binary" checkbox
      Go to Build Settings > Player Settings > Publishing Settings and uncheck the Split Application Binary checkbox. When you then compile the game, the new AAB file is compatible with Galaxy Store and all the game's functionalities remain intact.




      Figure 11: "Split Application Binary" unchecked option.

      With this option, the assets are packaged together with the game and no separate download is required.
      Option 2: Change delivery type to "Install Time"
      If you want to keep using PAD, you can achieve compatibility by changing all addressable asset groups' delivery type to "Install Time." Keep in mind that when choosing this option, all assets need to be changed to "Install Time" one by one, while the previous one is a one-click process. Unlike "On Demand" and "Fast Follow" asset packs, "Install Time" asset packs are included in the universal APK. Thus, the assets are downloaded together with the game and work as intended without causing errors.
      From the user's perspective, the main difference between "Install Time" and other PAD options is whether the assets are downloaded when the game is installed or later during gameplay. The initial download size is larger when the assets are packaged together with the game, but on the other hand, the user will not need to wait for the assets to download later during gameplay. This enables offline gameplay as well.
      Conclusion
      In this tutorial, you have learned how to configure a Unity game with PAD so that it can easily be published to Galaxy Store without requiring massive changes or breaking any compatibility. For more information, check out the "Addressables for Android" package documentation page Build content for Play Asset Delivery. If you have any feedback or questions, reach out to us in the Samsung Developers Forum.
      View the full blog at its source





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