Quantcast
Jump to content


4 things you need to do on your new Samsung Galaxy S22 Ultra


BGR

Recommended Posts

Samsung Galaxy S22 Ultra

If you’ve picked up a Samsung Galaxy S22 Ultra, then you’re already equipped with one of the best Android phones on the market right now. But what if I said you could make it even better? Here are four handy Samsung Galaxy S22 Ultra tips to help you get even more out of your new phone.

Samsung Galaxy S22 Ultra tips to help you get more out of your new phone

Samsung Galaxy S22 UltraImage source: Samsung

The Galaxy S22 Ultra is a great phone, despite some throttling problems, and it’s the biggest phone that Samsung has to offer right now. But just because it’s good doesn’t mean there aren’t things you can do to make it better.

Newer phones these days have a lot of different features and settings that aren’t enabled by default. When turned on some of those features can make your experience with the phone even better. Wondering if you should buy the Galaxy S22? You can compare the three different models on Samsung’s website to see which one fits you best.

Make unlocking your phone faster

The Samsung Galaxy Ultra 22 tip on our list has to do with the phone’s fingerprint scanner. When you first power up the device, you’ll need to press the power button anytime you want to activate the fingerprint scanner. If you want to bypass this small inconvenience and make unlocking your phone just a little faster, you can toggle the Finger always on setting.

When toggled on, this setting will let you scan your fingerprint even when the screen is off. You’ll still need to line it up perfectly with the under-display scanner. Once you’ve got the hang of it, unlocking your phone will be even more efficient. If you find yourself needing the fingerprint icon to guide you, you can always tap the screen to activate it.

Find your apps easier

The App Drawer can be a great way to navigate the apps you’ve downloaded onto your phone. With that in mind, though, the Galaxy S22 Ultra doesn’t sort the apps by any kind of logic by default. Because of that, it can be difficult to find the apps you’re looking for sometimes. Thankfully, there’s a way to sort them all.

To take advantage of this Galaxy S22 Ultra tip, simply open the App Drawer and press three dots at the top. From here you can select the Sort option, which will let you sort your apps alphabetically. You can also sort them using a custom order, which lets you change where each app is situated in the drawer.

Customize Air Command

Samsung Galaxy S22 Ultra in whiteImage source: Samsung

One of the best things about the Galaxy S22 Ultra is the S Pen, the Galaxy Note’s best accessory. You can do a lot with the S Pen, like jot down quick notes, draw in your favorite sketchbook app, or even open apps and tools using the Air Command feature.

Air Command essentially lets you use the S Pen without touching the screen on your Galaxy S22 Ultra. Instead, all you need to do is hover over the phone display and click the button on the S Pen. This will bring up a list of tools and options to select.

If you want to add an app or tool to this list, you can simply tap the Add button down at the bottom. Next, select the option you want to add to the list, and boom, you’re ready to go. Making use of this Galaxy S22 Ultra tip is as easy as that.

Reduce spam calls with Call Screening

One of the benefits of mobile phones is that we can keep in contact with family and friends no matter where we are. Sometimes, though, that freedom gets used against us. If you find yourself dealing with a lot of spam calls, you can cut down on the junk by turning on Call Screening.

This Samsung Galaxy S22 Ultra tip is really handy because it lets you filter out unwanted calls. To turn it on, simply open your settings, navigate down to the Apps section, and then tap choose default apps. From here you can select Caller ID and spam app, and then select the Phone app to set it up. Presto, now fewer spam calls will make it through.

The post 4 things you need to do on your new Samsung Galaxy S22 Ultra appeared first on BGR.

View the full article

Link to comment
Share on other sites



  • Replies 0
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Similar Topics

    • By Samsung Newsroom
      Samsung Electronics today announced the installation of its Outdoor LED Signage XHB Series (P8) at the flagship location of Shinsegae Department Store in Seoul, South Korea. Unveiled during the “2024 Lights Up SEOUL, KOREA” event today, the installation is set to establish Myeongdong Square in Seoul as Korea’s new premier landmark, featuring a stunning media lighting display that illuminates the heart of Seoul’s iconic shopping district.
       
      “Our LED displays present unlimited possibilities for places like Myeongdong to bear new elements of cultural significance,” said Hoon Chung, Executive Vice President of the Visual Display Business at Samsung Electronics. “This installation gives us an opportunity to showcase in the biggest way possible that our outdoor digital displays are built to engage, built to deliver impactful content, and built to last.”
       
      Located within the Myeongdong Special Tourist Zone Area, Shinsegae Department Store is uniquely positioned as a free outdoor advertising zone that enables creative and expansive installations. Samsung’s massive outdoor LED signage featuring an anamorphic 8K display, wraps around the entire outer wall of the building, measuring 71.8 meters in width and 17.9 meters in height — equivalent in size to three basketball courts.
       

       
      Spanning a total area of 1,285 square meters, the display is designed for resilience in harsh weather, featuring an IP66 rating for dust and water resistance, and UL 48 and UL 746C certifications1 for year-round durability. The installation is engineered for high visibility and vibrant color accuracy, with support for HDR10+ technology to deliver sharp contrast and rich visuals. With a max brightness of 8,000 nits,2 the display ensures exceptional clarity even in direct sunlight. Its high refresh rate of 7,680Hz minimizes flicker and the moiré effect,3 ensuring a stable display that remains visually crisp, even through camera lenses.
       
      Samsung’s track record of success with digital signage spans prominent venues worldwide. In South Korea, Samsung provided the country’s largest ever high-definition LED signage to Coex SM Town, while transformative installations at New York’s Citi Field and Houston’s Minute Maid Park set new standards for in-stadium displays. At Citi Field, Samsung installed the largest scoreboard in professional baseball, featuring over 29,800 square feet of LED screens that immerse fans in the action from every angle. Similarly, at Minute Maid Park, Samsung’s high-definition LED technology redefined the fan experience with massive outdoor displays and a dynamic new main scoreboard, all designed to enhance the excitement of the game.
       

       
      In Myeongdong, the new installation will not only host engaging advertisements and dynamic video content, but also transform into a breathtaking annual Christmas media façade, creating a festive atmosphere for visitors.
       
      “Shinsegae’s media façade, beloved by global customers for the past 10 years, has now been recreated as Shinsegae Square. This transformation paves the way for it to become an iconic landmark of Seoul, making it not only a must-visit attraction but also a central hub for K-culture. We are excited to partner with Samsung to bring our customers unique experiences that blend heritage and digital technology,” Shinsegae spokesperson said.
       
      Samsung’s Outdoor LED Signage is renowned for exceptional performance in demanding environments, evidenced by award-winning deployments at iconic venues such as Inglewood, California’s SoFi Stadium, which boasts the world’s largest LED videoboard ever built for sports, and the Formula 1 Las Vegas Grand Prix, where Samsung installed a 481-foot-long rooftop LED display in the shape of the F1 logo. As Myeongdong evolves into a global tourism destination, Samsung continues to lead with solutions that inspire and engage.
       
       
       
      1 UL 48 and UL 746C certifications, issued by Underwriters Laboratories (UL), verify compliance with safety standards for electric signs and durability of materials in outdoor environments, including UV and weather resistance.
      2 Maximum brightness measured post-calibration; actual values may vary with conditions.
      3 The moiré effect is an undesirable visual phenomenon that occurs when repetitive patterns, such as lines, are captured in photographs.
      View the full article
    • By Samsung Newsroom
      Samsung Electronics today announced that its proprietary cryptography module, Samsung CryptoCore,1 has earned the prestigious FIPS 140-3 certification2 from the National Institute of Standards and Technology (NIST). This certification underscores Samsung’s commitment to providing industry-leading security and data protection for Smart TV users.
       
      “As home entertainment systems become more connected, it becomes critical for technology companies to safeguard the personal data that enables the seamless connectivity enjoyed by so many,” said Yongjae Kim, Executive Vice President and Head of the R&D Team, Visual Display Business at Samsung Electronics. “By integrating the FIPS 140-3-certified CryptoCore into our Smart TVs, Samsung is taking our commitment to secure home entertainment a step further and ensuring that our users can freely experience the value of our products.”
       
      Beginning in 2025, Samsung CryptoCore will be fully integrated into Tizen OS,3 Samsung’s Smart TV operating system, enhancing the security of key products such as TVs, monitors and digital signage. With Samsung CryptoCore embedded in Tizen OS, personal data linked to Samsung accounts will be securely encrypted, SmartThings authentication information will be protected from external hacking threats and content viewed on TVs will benefit from enhanced copyright protection.
       
      Since 2015, Samsung has equipped its Smart TVs with Samsung Knox,4 a security platform that has earned Common Criteria (CC) certification5 for 10 consecutive years. But with its newly acquired FIPS 140-3 certification, Samsung has strengthened its defenses against hacking and data breaches even further, proactively protecting personal information with advanced encryption technology.
       
      Recognized by governments in 10 countries,6 the FIPS 140-3 certification requires comprehensive testing of cryptographic modules to ensure their security, integrity and reliability. For users, this means Samsung Smart TVs offer cutting-edge protection against privacy breaches, allowing them to enjoy their content, connect smart devices and engage with IoT services securely and without concerns.
       


       
      1 Samsung CryptoCore is a software library that encrypts and decrypts data during both transmission and storage.
      2 Federal Information Processing Standard (FIPS) 140-3 covers the security requirements for cryptographic modules.
      3 Tizen OS 9.0.
      4 Samsung Knox provides privacy protection on its Smart TVs through features like Tizen OS Monitoring, Phishing Site Blocking and Knox Vault. Knox Vault is available only on the QN900D and QN800D models.
      5 Common Criteria (CC) certification is a global security standard recognized by 31 countries for IT product integrity.
      6 Recognized in the United States, Canada, UK, Germany, France, South Korea, Japan, Singapore, Australia and New Zealand.
      View the full article
    • By Samsung Newsroom
      Play Asset Delivery (PAD) enhances the gaming experience by offering the advantages of application bundles, which are packages that group all necessary resources for efficient delivery, making downloads faster and installations smoother for players. Android App Bundles (AAB) are a type of PAD, the modern way of building and publishing Android applications and games in Google Play Store. The Samsung Galaxy Store recently introduced the option to upload AAB files to Galaxy Store Seller Portal. However, AABs have some Google Play Store proprietary features that might make a game non-functional when it is uploaded to Galaxy Store. This article explores ways in which you can utilize PAD while ensuring your game remains compatible with Galaxy Store.
      Purpose
      PAD is a very useful feature that helps reduce the game's initial download size, as it downloads various game assets at runtime. There are multiple ways of using this feature in Unity games. However, certain PAD configurations may cause the game's assets to fail to load when the game is published to Galaxy Store. In this tutorial, you learn how to properly configure PAD and adjust Unity configurations accordingly, so your game can be successfully published to Galaxy Store.
      In the following sections, PAD functionalities are implemented in an existing coin collector game (referenced in the article Integrating Samsung IAP in Your Unity Game), demonstrating how to download and apply a new set of materials for the floor tile at runtime. Here, you also learn about the adjustments that are necessary for successfully publishing a game using PAD to Galaxy Store.
      Prerequisites
      To follow this tutorial, ensure that your setup has the following:
      Unity Game Engine version 2023.2 or above The "Addressables for Android" package for Unity A Google Play developer account A Galaxy Store Seller Portal commercial seller account A game created using Unity where you want to add the PAD features To implement PAD in your Unity game, you can use the "Addressables for Android" package. This is the easiest and most convenient way to implement PAD in a game. This package is only supported on Unity version 2023.2 or above. If your game is built using a previous version of Unity, please migrate your game to the Unity 2023.2 version first.
      PAD implementation considerations
      There are multitude of ways to implement PAD in games built with the Unity engine. However, the most common method for implementing PAD restricts the game to being publishable exclusively on the Google Play Store and does not provide any easy method of disabling PAD for uploading these games into other storefronts. For the best experience with your game, it is recommended to use PAD to bundle all game assets together. This approach ensures that all necessary resources are downloaded right away, preventing any missing assets which could affect the user experience.
      There are three types of asset packs that can be configured while using PAD: "Install Time," "Fast Follow," and "On Demand." Games that use the "Install Time" asset packs can be uploaded to Galaxy Store without any issues as these assets are installed together with the game and do not require any separate downloads. When Galaxy Store generates a universal APK from AAB files, the "Install Time" assets are directly included in the APK.
      Games that are designed to only use "On Demand" or "Fast Follow" asset packs do not allow downloading their assets when they are uploaded to a storefront that is not the Google Play Store. Thus, for any game that uses either the "On Demand" or "Fast Follow" asset pack delivery method, PAD must be disabled in order to upload the game to Galaxy Store.
      To ensure that your game's PAD functionality can be easily switched off and your game is successfully uploaded to Galaxy Store, the "Addressables for Android" package must be used to implement PAD.
      This article assumes that you have implemented PAD in your game using the "Addressables for Android" package and that you have also configured these two assets with the following configurations:
      A "Grass" asset pack set to be downloaded as a "Fast Follow" asset A "Ground" asset pack set to be downloaded as an "On Demand" asset In the next sections, you learn how to integrate PAD into your existing Unity game using the "Addressables for Android" package so that you can easily publish your game to Galaxy Store with minimal changes.
      Basic steps to implement PAD in your Unity game
      In this section, you learn how to configure your assets using PAD functionality that keeps your game compatible with both Google Play and Galaxy Store.
      In Unity, configure "Build Settings" to run the game on Android and generate the AAB: Click File > Build Settings and then select the Android tab. On the "Android" tab, select the Build App Bundle (Google Play) checkbox.



      Figure 1: Enabling the "Build App Bundle" option

      Install the "Addressables for Android" package from the Unity Package Manager. This additionally installs the "Addressables" package as a dependency. Initialize PAD. Go to Window > Asset Management > Addressables and click Init Play Asset Delivery.



      Figure 2: "Init Play Asset Delivery" option

      Configure the "Addressables Groups" for assets: Select Window > Asset Management > Addressables > Groups. Click New > Play Asset Delivery Assets. This creates a new group. Enter a descriptive name. For the purposes of this walkthrough, name one group "Grass" and then create another group and name it "Ground."



      Figure 3: Creating asset groups

      Assign the assets to the Addressables Group: Select the assets you want to assign to an Addressables Group and in the "Inspector" dialog box, tick the Addressable checkbox. The asset is converted into an "Addressable" and assigned to the default Addressables Group.



      Figure 4: Converting assets into Addressables

      Click the folder name in the "Group" field. In the example, the folder name is "Grass."
      Drag and drop the asset from the default group to the group of your choosing. For the purposes of this exercise, assign the grass material related assets to the "Grass" Addressables Group and ground material related assets to the "Ground" Addressables Group.




      Figure 5: Assigning assets to groups

      Configure the "Play Asset Delivery" schema for these addressable groups to add the PAD functionality to your game: Select any of the top-level Asset Group names in the "Addressables Groups" window to open the inspector window for that group. Scroll down in the "Inspector" window until you find the "Play Asset Delivery" schema. From the "Delivery Type" dropdown list, select Install Time, Fast Follow, or On Demand, based on your requirements. There is a demonstration below on how the game might behave on Galaxy Store when you choose the option "On Demand." For more information, see the Testing your PAD Enabled Game on the Play Store and Galaxy Store section.



      Figure 6: Selecting the delivery type for asset groups

      In the "Addressables Groups" dialog box, select Build > New Build > Play Asset Delivery. Now, the game's addressable-asset configuration is complete. Each asset assigned to an addressable group is packed into an asset pack for that group and the asset pack can be downloaded separately using PAD. Note that asset packs can only be downloaded separately from the Play Store if their delivery type is "On Demand" or "Fast Follow."
      Loading and using the addressable assets with AssetReference
      This section provides a script which details how to load the addressable assets that were implemented with PAD in the earlier sections. Your game is set up to load the addressable assets efficiently. If an asset has not been downloaded yet, the game automatically attempts to download it as an "On Demand" asset using PAD before it loads into the game.
      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
    • By Samsung Newsroom
      Start Date Nov 21, 2024 - Nov 21, 2024
      Location Online
      Samsung Developer Conference Korea 2024 (SDC24 Korea) will be held online on November 21st.
      Since its inception in 2014, SDC24 Korea has been emphasizing the importance of software by expanding from open source to all areas of software development. It's now celebrating its 11th anniversary.
      This year's SDC24 Korea features a variety of exciting events including keynote speeches from our CTO and other renowned speakers as well as more than 29 technical sessions.
      Furthermore, we are excited to share that SDC24 Korea will incorporate content from the recent SDC24 conference held in the US on October 3rd (US time), providing attendees with even more opportunities to learn, connect, and engage.
      Anyone can attend SDC24 Korea through pre-registration, and keynotes and major sessions will be announced on the SDC24 Korea website. For more information, please visit the SDC24 Korea website!

      Visit SDC24 Website View the full blog at its source
    • By Alex
      Samsung goes big on smart fridges with 10 new models
      With Family Hub 2.0, you can do more on the fridges' 21.5-inch Tizen-powered screens.

      Samsung must have done alright with its crazy WiFi-connected smart fridges last year, because it's launching six more in 2017, for a total of 10. That includes both three-door, four-door and four-door "flex" models with dual freezers (shown above). It's also updated the fridge's OS to Family Hub 2.0 with a new interface that lets everyone have a profile, complete with avatar. From there, you can share photos, calendars and handwritten memos on your fridge's giant 21.5-inch LED touchscreen. Voice control and entertainment apps like Pandora are on offer as well.
      As before, the Tizen-powered fridges can take a picture of their contents each time you open the door, and let you replenish stocks using "Groceries by MasterCard." Taking a page from Amazon's Alexa, they can also read out recipes via the AllRecipes-powered app, and run apps like Spotify, GrubHub and Glympse. Using voice control, you can run apps, get the weather and update grocery lists, for instance.
      Samsung didn't say exactly which models are coming, how much they cost or even what regular refrigerator-type features they have. However, last year's Family Hub 1.0 model, when it finally came out in May, cost $6,000, so we assume it can do pretty much everything you'd want. Hopefully with 10 models in total, some will be more affordable -- naturally, we'll try to get a look during the show and ask Samsung for ourselves.
      Click here to catch up on the latest news from CES 2017. Source: https://www.engadget.com/2017/01/03/samsung-goes-big-on-smart-fridges-with-ten-new-models/ In this article: AllRecipes, ces2017, familyhub, FamilyHub2.0, food and drink, food-and-drink,foodanddrink, gear, home, HomeDelivery, MasterCard, pandora, refrigerator, samsung,SmartFridge, voicecontrol





×
×
  • Create New...