[Music] hi I'm John and I'm a product manager for Android developer tools we've made some exciting progress over the past year and we want to share what we're doing to make your lives easier as Android game developers we've heard from many of you on your pain points for game development and we recognized that there was significant room for improvement you told us that you need additional ways to increase your productivity and you need to ensure that you can tune and optimize your game we have three new tools to help your productivity that we're excited to introduce ADB incremental aims to significantly improve your deploy speed for those of you with existing cross-platform development workflows in Visual Studio the Android game development extension allows you to continue using the tools and setup that you're familiar with to develop for Android and we're introducing the game package registry for unity developers to simplify the management of our unity services for optimization we have some updates we want to share that allow you to inspect how your game uses GPU CPU and memory resources in more detail than ever before we've heard from many of you that you wait too long for your game to deploy to your device with Android 11 we're excited to announce ADB incremental a significant improvement to the ADB deploy process that results in iteration speeds that are orders of magnitude more efficient than previous versions available on pixel 4 and new Android 11 devices ADB incremental takes advantage of changes to the file system to increase your productivity and it even offers you the ability to start your game before it finishes installing here are some of our results from trying this out on unities megacity game demo we went from having to wait almost a full minute to install 2 seconds for a full installation and under a second for the game to be able to be launched look for more information and documentation about adb incremental in an upcoming developer preview for those of you working in Android studio we're continuing to invest in ensuring that the IDE experience remains great for C++ development for games please keep the feedback coming but for those of you with complex setups that need to support multiple platforms for your games with C++ we've heard feedback that Android is more challenging than it needs to be there are complexities involved in ensuring that your existing workflow is productive when you add Android to the mix and switching between different IDs is onerous to solve that today we're excited to announce a developer preview of the Android game development extension allowing you to use your existing visual studio workflow to create Android games we've been working on this since last year and we want to thank our early preview partners such as Blizzard EA Ubisoft and epic for taking the time to iterate with us on our journey once you install the extension you can easily add Android as a target platform in your existing visual studio solutions in the configuration manager and easily configure your project to generate an apk with the extension adding all the necessary boilerplate files once you've done so you can build and deploy the Android version of your game from visual studio to physical devices or an emulator you'll have access to full intellisense support for your C++ code and with the extension we also feature a fast and reliable debugging experience based on LOD B the extension is compatible with existing build tools many of you use such as incredible so you can continue to take advantage of your concurrent infrastructure to ensure that your build times are as fast as possible this combined with the new ADB means that you can be more productive when iterating on changes in your game currently we work best with custom engines that are using C++ and we're collaborating with epic on adding unreal support in the future if you're interested in being an early adopter and giving us feedback apply for access at the URL on the screen if you're a unity developer you're probably familiar with unities package manager which helps you manage modular components while developing a game today we're launching the game package registry for unity like connecting the unity package manager' to our registry you'll be able to access a variety of Google author packages such as play billing Android app bundles play asset delivery play instant and firebase and just like with unity author packages versioning updates and dependencies are handled seamlessly in the package manager head to do URL on the screen to try it out turning now to optimization we've made some significant improvements to our existing suite of Android studio profilers that are all available today in the Android studio 4.
1 canary we have two options for CPU profiling Android studio one is our existing sampled CPU profiler for comparing relative timing data for how your code is being executed for granular timing across the entire system you want to use our revamp Android studio system trace with system trace you can see detailed CPU core activity and thread scheduling across all cores you can inspect the timing of events that are instrumented by the system and that you instrument yourself via androids native tracing API we've also added native memory profiling capabilities to allow you to record how your game is allocating memory for devices running Android 10 or later you can now see how many objects are being allocated and D allocated during your particular time period to check for possible memory leaks all of these enhancements are available today to try out in the latest Android studio 4.
1 canary we still have plenty of features to implement so we'd love to hear your early feedback finally we've heard your feedback that optimizing graphics on Android is difficult the GPU is often a black box and different GPU vendors require different tools to gain any insights to solve this today we're announcing a developer preview of the Android GPU inspector now you have a single tool that works across both Qualcomm and arm GPUs and provides insights into how your game is using CPU resources and areas for optimization you'll be able to uncover deeper graphics insights that were never handily available for you before or such as GPU counters and when using Vulcan you'll get GPU activity and timing data currently the tool supports pixel 4 for Excel and the Galaxy Note 10 and s 10 and we'll be expanding our device coverage over time if you're interested in trying it out apply for access for the preview at the URL on the screen so that's a quick overview of some of the new tools we have to help you develop games more easily and efficiently we're excited to hear your thoughts for links to all of our tools as well as additional guidance and resources on game development with Android check out D Android comm slash games [Music].