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announcement galaxy watch, mobile
blogthe latest edition of galaxy unpacked was held on wednesday, august 5th, and for the first time it was virtual. we unveiled five new devices that empower work and play. galaxy unpacked featured lots of exciting updates for our designer and developer community, and what was mystery became mystic (bronze). you can watch the full livestream on youtube, or fast forward to these time codes for key moments 8:50 galaxy note20 and note20 ultra 53:45 galaxy watch3 1:08:01 galaxy z fold2 be sure to check out our galaxy watch3 artboards, now available on the galaxy store asset creator. and now, here are the key takeaways on each of the new devices unveiled at galaxy unpacked. galaxy note20 and note20 ultra the galaxy note20 series is a productivity powerhouse that works like a computer and lets users game like a pro. the series comes in two versions: galaxy note20 ultra, designed for note fans who demand the ultimate in power and productivity, and galaxy note20, for those note users looking to maximize their time for work and play. the galaxy note20 series includes the ever-popular s pen. developers, you can leverage the s pen remote sdk, s pen framework, and air actions to enhance the experience of your apps and games. as part of our continued partnership with microsoft, xbox game pass is coming to galaxy store. with an xbox game pass ultimate subscription, users will be able to play their favorite xbox games in the cloud (beta) right from their galaxy device. galaxy users are always looking for new games to play, so be sure to submit your own game to galaxy store. if your game has in-app items for sale, be sure to check out the samsung in-app purchase sdk which lets users transact with any of the payment methods associated with their samsung account, including samsung pay and samsung rewards. we also have numerous technical resources and best practices on optimizing your game and getting the most out of the device gpu in galaxy gamedev. we also unveiled the new wireless version of samsung dex. as samsung dex becomes even easier to use, you'll want to ensure your apps are optimized for samsung dex. our resources detail how to add multi-window support, handle runtime configuration changes, and support different input modes. galaxy watch3 the galaxy watch3 is a next-generation companion for managing routines, smashing fitness goals, and taking ownership over health. built with premium materials and a slimmed-down version of the popular rotating bezel, galaxy watch3 features the craftsmanship of a luxury timepiece, while still being comfortable enough to wear all day and all night. developers can build tizen-based apps while designers can build watch faces with galaxy watch studio to enhance and customize the user's experience. we will begin reviewing new watch face designs starting next week, but you can get a head start on the requirements now. as we mentioned, a new version of the galaxy store asset creator, which includes the galaxy watch3, is now available. new lifestyle photo assets featuring the galaxy watch3 are available as well. the new galaxy watch3 runs tizen 5.5. developers can check out this video tutorial to learn what is new in tizen 5.5. galaxy z fold2 last, but certainly not least, was the galaxy z fold2. this device builds on the experience of both the galaxy fold and the galaxy z flip to deliver unique foldable experiences. more details about the galaxy z fold2 will be released on september 1st. in the meantime, check out our resources on designing and optimizing for foldable devices. wrap up we also showcased the galaxy tab s7 and s7+, devices where your apps and games will be featured in galaxy store. the galaxy buds live introduced a new shape for wireless earbuds, an ergonomic design that’s being described as the perfect fit. can't get your hands on a physical device? stay tuned to our news feed - we'll announce when the new devices are available in our remote test lab. we can't wait to see what you create for these new devices. make sure to join us on the developer forums to share what you're working on and get your questions answered. catch up on all of yesterday's announcements on the samsung newsroom or watch the replay on youtube.
Lori Fraleigh
events mobile, ai, iot
blogtoday we wrapped up #sdc18 on a high note! day two started off with a spotlight session featuring a panel with the creators from two of the world’s most popular games, fortnite and pokémon go. if you didn’t get a chance to tune in live, you can catch the replay. the action continued on the floor with lots of activity at the samsung pen, smartthings and bixby booths, just to name a few. there was no shortage of learning and collaboration, as developers made the most of their time at #sdc18. here are the highlights from today: positioning samsung to be a game changer with more than 2 billion gamers in the world, samsung is committed to creating a future where the hundreds of millions holding a samsung device are also holding a game controller. today they showed their support towards helping developers bring the mobile gaming experience to the next level. samsung announced that in the next year galaxy gamedev will expand to include even more cutting-edge tools to help developers create more immersive and unique experiences for gamers. to help bring a high-fidelity, console-like game experience to mobile phones, the vulkan api was enhanced to offer 10 percent improved performance compared to the opengl es. another improvement is the gpuwatch that will allow developers to measure graphics performance and view on-screen information while gaming in real-time. this insight into game performance will help developers optimize their games more efficiently and easily. it was also announced that the all-new galaxy store, set to launch in 2019, will become the single destination for all digital items related to galaxy devices. this will make it easier for gaming partners to deliver their latest creations to fans, as well as more convenient for consumers to discover and download everything from new games to apps. along with its key partnerships with some of the world’s biggest game companies such as epic games, square enix and niantic inc., samsung has built an unparalleled mobile gaming platform that makes having fun on the go easier than ever. samsung talking about #gaming @tkomobile says our engineers might not be fluent in english but they speak your language! #sdc18 pic.twitter.com/u7adfrwkwc— carolina milanesi (@caro_milanesi) november 8, 2018 creating a more intelligent pen stylus today it was announced that the s pen remote sdk is now available for integration with apps. developers can use the s pen’s remote-control feature to provide a unique experience in apps. and the best part is that it’s very easy to code. with the help of developers, samsung is planning to take the stylus pen from writing tool to a multi-purpose tool. from cameras to games, the possibilities are endless! additionally, wacom joined the stage and announced their wacom ink layer language, will 3.0, to help take digital ink to the next level. will 3.0 brings augmented reality, 3d creation and digital data to the drawings of users. combined with the power of ar technology on note9, users can turn their sketches into 3d renderings. will 3.0 is also ai ready, capturing all relevant data needed for deep learning. the technology captures the semantics and biometric information from the ink, creating a more personal digital experience. together with will 3.0, samsung is able to add a more personal touch to its devices. with the help of bixby users will be able to search through their notes with voice commands. and combined with the samsung pass, will 3.0 is adding a layer of intelligence to digital authentication. it’s biometric signature id can even track the history of signatures! it’s safe to say that samsung and wacom are bringing the pen into the 21st century! sdc bixby capsule showcase finale in addition to all these big developments, the bixby challenge came to a close. the five finalists took the stage to show off the capsules they developed using the bixby platform. it wasn’t an easy choice for the judges, and after much deliberation they came to a decision. congratulations to the winner! best of show: roger kibbe for his one bin app thanks to all the developers, designers, creators, partners, sponsors and everyone else who joined us at #sdc18. it truly was a great event and we’re excited to see how you bring all our announcements to life. follow us on @samsung_dev to keep the conversation going and keep an eye on our blog for technical content that will bring your dev game to the next level. see you next year!
Samsung Developer Program
Learn Code Lab
codelabimplement flex mode into a unity game objective learn how to implement flex mode into a unity game using android jetpack windowmanager and unity's java native interface jni wrapper overview the flexible hinge and glass display on galaxy foldable devices, such as the galaxy z fold4 and galaxy z flip4, let the phone remains propped open while you use apps when the phone is partially folded, it will go into flex mode apps will reorient to fit the screen, letting you watch videos or play games without holding the phone for example, you can set the device on a flat surface, like on a table, and use the bottom half of the screen to navigate unfold the phone to use the apps in full screen mode, and partially fold it again to return to flex mode to provide users with a convenient and versatile foldable experience, developers need to optimize their apps to meet the flex mode standard set up your environment you will need the following unity hub with unity 2022 3 5f1 or later must have android build support visual studio or any source code editor galaxy z fold2 or newer remote test lab if physical device is not available requirements samsung account java runtime environment jre 7 or later with java web start internet environment where port 2600 is available sample code here is a sample project for you to start coding in this code lab download it and start your learning experience! flex mode on unity sample code 1 17 gb start your project after downloading the sample project files, follow the steps below to open your project launch the unity hub click projects > open locate the unzipped project folder and click open to add the project to the hub and open in the editor notethe sample project was created in unity 2022 3 5f1 if you prefer using a different unity version, click choose another editor version when prompted and select a higher version of unity configure android player settings to ensure that the project runs smoothly on the android platform, configure the player settings as follows go to file > build settings under platform, choose android and click switch platform wait until this action finishes importing necessary assets and compiling scripts then, click player settings to open the project settings window go to player > other settings and scroll down to see target api level set it to api level 33 as any less than this will result in a dependency error regarding an lstar variable you can set the minimum api level on lower levels without any problem next, in the resolution and presentation settings, enable resizable window it is also recommended that render outside safe area is enabled to prevent black bars on the edges of the screen lastly, enable the custom main manifest, custom main gradle template, and custom gradle properties template in the publishing settings after closing the project settings window, check for the new folder structure created within your assets in the project window the newly created android folder contains androidmanifest xml, gradletemplate properties, and maintemplate gradle files import the foldablehelper and add dependencies foldablehelper is a java file that you can use in different projects it provides an interface to the android jetpack windowmanager library, enabling application developers to support new device form factors and multi-window environments before proceeding, read how to use jetpack windowmanager in android game dev and learn the details of how foldablehelper uses windowmanager library to retrieve information about the folded state of the device flat for normal mode and half-opened for flex mode , window size, and orientation of the fold on the screen download the foldablehelper java file here foldablehelper java 6 22 kb to import the foldablehelper java file and add dependencies to the project, follow the steps below in assets > plugins > android, right-click and select import new asset locate and choose the foldablehelper java file, then click import next, open the gradletemplate properties file to any source code editor like visual studio and add the following lines below the **additional_properties** marker android useandroidx = true android enablejetifier = true useandroidx sets the project to use the appropriate androidx libraries instead of support libraries enablejetifier automatically migrates existing third-party libraries to use androidx by rewriting their binaries lastly, open the maintemplate gradle file and add the dependencies for the artifacts needed for the project **apply_plugins** dependencies { implementation filetree dir 'libs', include ['* jar'] implementation "androidx appcompat appcompat 1 6 1" implementation "androidx core core 1 10 1" implementation "androidx core core-ktx 1 10 1" implementation "androidx window window 1 0 0" implementation "androidx window window-java 1 0 0" implementation "org jetbrains kotlin kotlin-stdlib-jdk8 1 9 0" **deps**} create a new playeractivity to implement flex mode on your applications, you must make necessary changes to the activity since it is impossible to access and change the original unityplayeractivity, you need to create a new playeractivity that inherits from the original to do this create a new file named foldableplayeractivity java and import it into the android folder, same as when you imported the foldablehelper java file to extend the built-in playeractivity from unity, write below code in the foldableplayeractivity java file package com unity3d player; import android os bundle; import com unity3d player unityplayeractivity; import com samsung android gamedev foldable foldablehelper; import com samsung android gamedev foldable foldablehelper windowinfolayoutlistener; import android util log; public class foldableplayeractivity extends unityplayeractivity { @override protected void oncreate bundle savedinstancestate { super oncreate savedinstancestate ; foldablehelper init this ; } @override protected void onstart { super onstart ; foldablehelper start this ; } @override protected void onstop { super onstop ; foldablehelper stop ; } @override protected void onrestart { super onrestart ; foldablehelper init this ; } public void attachunitylistener windowinfolayoutlistener listener { foldablehelper attachnativelistener listener, this ; } } oncreate calls the foldablehelper init to ensure that the windowinfotracker and metrics calculator gets created as soon as possible onstart calls the foldablehelper start since the first windowlayoutinfo doesn't get created until onstart onstop calls the foldablehelper stop to ensure that when the application closes, the listener gets cleaned up onrestart calls foldablehelper init when returning to the app after switching away windowinfotracker must be re-initialized; otherwise, flex mode will no longer update after creating the foldableplayeractivity, ensure that the game uses it open the androidmanifest xml file and change the activity name to the one you've just created <activity android name="com unity3d player foldableplayeractivity" android theme="@style/unitythemeselector"> … </activity> store foldablelayoutinfo data to flexproxy implement a native listener that receives calls from java when the device state changes by following these steps use the androidjavaproxy provided by unity in its jni implementation androidjavaproxy is a class that implements a java interface, so the next thing you need to do is create an interface in the foldablehelper java file public interface windowinfolayoutlistener { void onchanged foldablelayoutinfo layoutinfo ; } this interface replaces the temporary native function therefore, remove the code below from the foldablehelper java file public static native void onlayoutchanged foldablelayoutinfo resultinfo ; then, go to the assets > flex_scripts folder and right-click to create a new c# script called flexproxy cs inside this script, replace the automatically generated class with the flexproxy class inheriting from androidjavaproxy public class flexproxy androidjavaproxy { } in flexproxy class, define the variables needed to store the data from foldablelayoutinfo and use enumerators for the folded state, hinge orientation, and occlusion type for the various bounds, use unity's rectint type also, use a boolean to store whether the data has been updated or not public enum state { undefined, flat, half_opened }; public enum orientation { undefined, horizontal, vertical }; public enum occlusiontype { undefined, none, full }; public state state = state undefined; public orientation orientation = orientation undefined; public occlusiontype occlusiontype = occlusiontype undefined; public rectint foldbounds; public rectint currentmetrics; public rectint maxmetrics; public bool needsupdate = false; next, define what java class the flexproxy is going to implement by using the interface's fully qualified name as below public flexproxy base "com samsung android gamedev foldable foldablehelper$windowinfolayoutlistener" { } com samsung android gamedev foldable is the package name of the foldablehelper java file foldablehelper$windowinfolayoutlistener is the class and interface name separated by a $ after linking the proxy to the java interface, create a helper method to simplify java to native conversions private rectint converttorectint androidjavaobject rect { if rect != null { var left = rect get<int> "left" ; var top = rect get<int> "top" ; var width = rect call<int> "width" ; var height = rect call<int> "height" ; return new rectint xmin left, ymin top, width width, height height ; } else { return new rectint -1, -1, -1, -1 ; } } this method takes a java rect object and converts it into a unity c# rectint now, use this converttorectint function for the onchanged function to retrieve the information from the java object and store it in the flex proxy class public void onchanged androidjavaobject layoutinfo { foldbounds = converttorectint layoutinfo get<androidjavaobject> "bounds" ; currentmetrics = converttorectint layoutinfo get<androidjavaobject> "currentmetrics" ; maxmetrics = converttorectint layoutinfo get<androidjavaobject> "maxmetrics" ; orientation = orientation layoutinfo get<int> "hingeorientation" + 1 ; state = state layoutinfo get<int> "state" + 1 ; occlusiontype = occlusiontype layoutinfo get<int> "occlusiontype" + 1 ; needsupdate = true; } implement native flex mode this section focuses on creating the flex mode split-screen effect on the game’s ui create a new c# script in the flex_scripts folder called flexmodemanager cs after creating the script, define the variables you need for this implementation public class flexmodemanager monobehaviour { private flexproxy windowmanagerlistener; [serializefield] private camera maincamera; [serializefield] private camera skyboxcamera; [serializefield] private canvas controlscanvas; [serializefield] private canvas healthcanvas; [serializefield] private gameobject flexbg; [serializefield] private gameobject uiblur; windowmanagerlistener is the callback object which receives the foldablelayoutinfo from the foldablehelper java implementation maincamera and skyboxcamera are two cameras to modify in this project for creating a seamless flex mode implementation controlscanvas and healthcanvas are the two ui elements to manipulate for implementing the flex mode flexbg is a background image to disable in normal mode and enable in flex mode to fill the bottom screen uiblur is a background blur element used as part of the tutorial text it doesn't function properly with flex mode, so disabling it when in flex mode makes the ui looks better next, in the start method, create a new instance of the flexproxy class and attach it to the unity application's activity via the attachunitylistener function void start { windowmanagerlistener = new flexproxy ; using androidjavaclass javaclass = new androidjavaclass "com unity3d player unityplayer" { using androidjavaobject activity = javaclass getstatic<androidjavaobject> "currentactivity" { activity call "attachunitylistener", windowmanagerlistener ; } } } in the update method, check if the windowmanagerlistener has received any new data on the folded state of the device if the system needs an update, then call updateflexmode void update { if windowmanagerlistener needsupdate { updateflexmode ; } } create the updateflexmode method to enable or disable flex mode notethis project is set up for landscape mode only the implementation discussed in this code lab only covers setting up flex mode with a horizontal fold in landscape however, if you were able to follow, it should be simple to set up something similar for different fold orientations on devices such as the galaxy z flip series of devices private void updateflexmode { } check the folded state of the device via the windowmanagerlistener if the device is half_opened, implement flex mode private void updateflexmode { if windowmanagerlistener state == flexproxy state half_opened { } } to split the ui screen horizontally, set the anchor points of the controlscanvas and the healthcanvas so they are locked at the bottom screen or below the fold also, set the viewports of the maincamera and skyboxcamera to be above the fold - which is the top screen next, set the anchors for the flexbg object and enable it to fill the space behind the ui on the bottom screen deactivate the uiblur element if it exists the ui blur element is only present at level 1 of the demo game a check is necessary to ensure the flex mode manager works on the second level private void updateflexmode { if windowmanagerlistener state == flexproxy state half_opened { float lowerscreenanchormax = float windowmanagerlistener foldbounds ymin / windowmanagerlistener currentmetrics height; recttransform controlscanvastransform = controlscanvas getcomponent<recttransform> ; recttransform healthcanvastransform = healthcanvas getcomponent<recttransform> ; recttransform flexbgtransform = flexbg getcomponent<recttransform> ; controlscanvastransform anchormin = new vector2 0, 0 ; controlscanvastransform anchormax = new vector2 1, lowerscreenanchormax ; healthcanvastransform anchormin = new vector2 0, lowerscreenanchormax ; healthcanvastransform anchormax = new vector2 0, lowerscreenanchormax ; flexbgtransform anchormin = new vector2 0, 0 ; flexbgtransform anchormax = new vector2 1, lowerscreenanchormax ; float upperscreenrectheight = float windowmanagerlistener foldbounds ymax / windowmanagerlistener currentmetrics height; maincamera rect = new rect 0, upperscreenrectheight, 1, upperscreenrectheight ; skyboxcamera rect = new rect 0, upperscreenrectheight, 1, upperscreenrectheight ; flexbg setactive true ; if uiblur != null uiblur setactive false ; } } return the ui to full screen when the device is no longer in flex mode by disabling flexbg; enabling uiblur when it exists; and setting all the anchor points and viewports back to their original values and finally, inform the windowmanagerlistener that it doesn't need an update else { recttransform controlscanvastransform = controlscanvas getcomponent<recttransform> ; recttransform healthcanvastransform = healthcanvas getcomponent<recttransform> ; controlscanvastransform anchormin = new vector2 0, 0 ; controlscanvastransform anchormax = new vector2 1, 1 ; healthcanvastransform anchormin = new vector2 0, 1 ; healthcanvastransform anchormax = new vector2 0, 1 ; maincamera rect = new rect 0, 0, 1, 1 ; skyboxcamera rect = new rect 0, 0, 1, 1 ; flexbg setactive false ; if uiblur != null uiblur setactive true ; } windowmanagerlistener needsupdate = false; set up the scenes for flex mode go back to the unity editor in assets > 3dgamekit > scenes > gameplay, double-click on the level 1 scene to open it right-click in the hierarchy window and select create empty name the new gameobject as flexmanager or a similar name to reflect its purpose select the flexmanager object and click the add component button in the inspector window type in flexmodemanager, and select the script when it shows up select the relevant objects for each camera, canvas and game object as below do the same for level 2 but leave the ui blur empty build and run the app go to file > build settings click build at the bottom of the window to build the apk after building the apk, run the game app on a foldable galaxy device and see how the ui switches from normal to flex mode if you don’t have any physical device, you can also test it on a remote test lab device tipwatch this tutorial video and know how to easily test your app via remote test lab you're done! congratulations! you have successfully achieved the goal of this code lab now, you can implement flex mode in your unity game app by yourself! to learn more, visit www developer samsung com/galaxy-z www developer samsung com/galaxy-gamedev
Learn Code Lab
codelaboptimize game performance with adaptive performance in unity objective learn how to optimize the performance of a demo game on samsung galaxy devices using the adaptive performance in unity the adaptive performance package provides you with tools to properly adjust you’re game and improve its overall game performance overview samsung devices include android dynamic performance framework adpf support, which provides an interface between game applications and devices, helping developers optimize their games this feature allows unity developers to use it through the unity package manager and further customize their game content using c# scripting the latest version of adaptive performance, now uses new android apis that gather information from samsung hardware to provide more detailed insights into the device's thermal components and cpu optimization adaptive performance includes both the android provider and simulator provider the android provider uses the adpf apis and is supported on devices running android 12 or higher the simulator provider enables the simulation of key adpf features on desktop environments for development and testing purposes this code lab focuses on using the android provider thermal throttling mobile devices lack active cooling systems, causing temperatures to rise this triggers a warning to the unity subsystems, which lowers hardware demand to control heat and avoid performance degradation the ideal goal is to make performance stable with low temperature adaptive performance, primarily for performance and quality balance management, can help achieve this thermal warning the warning system implemented in adpf can trigger both internal unity systems and developer-defined behaviors, such as disabling custom scripts and shaders scalers it also provides you with the option to adjust the game's quality to maintain stable performance at different warning levels with adaptive performance enabled, the game's fps becomes more stable and consistently higher over time the adaptive performance in unity provides developers with scalers that affect various aspects of the game frame rate resolution batching level of detail lod lookup texture lut multisample anti-aliasing msaa shadow cascade shadow distance shadow map resolution shadow quality sorting transparency view distance physics decals layer culling these general scalers can be used to scale the content based on your settings in the editor however, you may also create custom scalers that integrate with your own systems for instance, your own scalers can disable cpu-expensive scripts from running when thermal warnings are reached the latest version of adaptive performance, v5 0, includes new additions to the scalers decal scaler changes the draw distance of decals it controls how far a decal can be before not being rendered layer culling scaler adjusts the distance that expensive layers, such as transparency or water, when they start being culled it’s a useful scaler for scenes with more expensive shader calculations in every frame, unity calculates how all the physics in a level interacts with everything else, such as when the ball is dropping to the floor physics scaler adjusts the frequency at which this calculation is performed a lower frequency means fewer cpu calculations per second set up your environment you will need the following unity editor version 2022 3 visual studio or any source code editor supported samsung galaxy device remote test lab if physical device is not available requirements samsung account java runtime environment jre 7 or later with java web start internet environment where port 2600 is available sample code here is a sample project for you to start coding in this code lab download it and start your learning experience! adaptive performance sample code 903 96 mb demo game the sample project contains a demo game named boat attack it is an open-source demo game provided by unity it has the following features triangles 800,000 vertices 771,000 shadow casters 133 start your project after downloading the sample project, follow the steps to open your project launch the unity hub click projects > open after locating the unzipped project folder, you can open it in unity editor it initially downloads the needed resources for your project open benchmark_island-flythrough scene found under assets notethe project was tested in unity 2022 3 it is recommended to use this version in this code lab set up adaptive performance components in window > package manager > adaptive performance, you can check if the adaptive performance is already included in the project go to edit > project settings > adaptive performance enable the initialize adaptive performance on startup and select android provider enable the scalers by going to adaptive performance > android > indexer settings check the scaler settings and just use the default values add adaptive performance script to your project you are going to use a script that contains examples of the adaptive performance api code it gives you access to the frame time information, thermal information, and cpu/gpu bottlenecks this script adjusts the performance based on the device's thermal state, allowing longer game time by reducing in-game demands download the adaptive performance script adaptiveperformanceconroller cs 6 0 kb simply drag and drop the script into assets folder create a new object and attach the script to the object change the frame rate based on thermal warnings get to know about thermal warnings throttling warnings allow you to know when your game is about to be forcibly throttled and have sections of lag and lowered frame rate adaptive performance provides these thermal alerts that allow you to take control and adjust settings before the performance downgrades check the registered event handler to trigger thermal status ithermalstatus thermalstatus thermalevent then, check thermalmetrics information in the handler name description value nowarning no warning is the normal warning level during standard thermal state 0 throttlingimminent if throttling is imminent, the application should perform adjustments to avoid thermal throttling 1 throttling if the application is in the throttling state, it should make adjustments to go back to normal temperature levels 2 temperaturelevel 0 0 ~ 1 0 current normalized temperature level in the range of [0, 1] a value of 0 means standard operation temperature and the device is not in a throttling state a value of 1 means that the maximum temperature of the device is reached and the device is going into or is already in throttling state temperaturetrend -1 0 ~ 1 0 current normalized temperature trend in the range of [-1, 1] a value of 1 describes a rapid increase in temperature a value of 0 describes a constant temperature a value of -1 describes a rapid decrease in temperature it takes at least 10s until the temperature trend may reflect any changes adjust the frame rate in the adaptiveperformancecontroller cs, the following code is responsible for changing the frame rate depending on the current thermal alert void onthermalevent thermalmetrics ev { switch ev warninglevel { case warninglevel nowarning application targetframerate = 60; break; case warninglevel throttlingimminent application targetframerate = 30; break; case warninglevel throttling application targetframerate = 15; break; } } change the quality settings the performance bottleneck api informs you via an enum value if there is a bottleneck so you can adjust the workload iadaptiveperformance performancestatus performancemetrics performancebottleneck namespace unityengine adaptiveperformance { public enum performancebottleneck { unknown = 0, cpu = 1, gpu = 2, targetframerate = 3 } } in the adaptiveperformancecontroller cs script, the code below is responsible for controlling the lod of the models depending on the performance bottleneck a model with multiple lod is a prime example of a quality setting that can heavily affect the games performance lowering it lessens the load on the gpu, frees up resources, and eventually prevents thermal throttling change the quality setting by adjusting lod in real time by using the performancebottleneck api switch ap performancestatus performancemetrics performancebottleneck // iadaptiveperformance performancestatus performancemetrics performancebottleneck { case performancebottleneck gpu debug logformat "[adp] performancebottleneck gpu " ; lowerlod ; break; case performancebottleneck cpu debug logformat "[adp] performancebottleneck cpu " ; break; case performancebottleneck targetframerate debug logformat "[adp] performancebottleneck targetframerate " ; break; case performancebottleneck unknown debug logformat "[adp] performancebottleneck unknown" ; break; } create a custom scaler to create custom scalers, you need to create a new class that inherits from adaptiveperformancescaler the adaptive performance package includes this class that can be added to the adaptive performance framework, which adjusts quality settings based on unity's thermal settings download this custom scaler to control the texture quality of the demo game texturescaler cs 1 17 kb simply drag and drop the downloaded file into the project test using device simulator in unity the device simulator in unity allows you to test out adaptive performance functionality without a physical mobile device go to window > general > device simulator go to edit > project settings > adaptive performance enable the initialize adaptive performance on startup and select device simulator provider in the device simulator, you can try to send thermal warnings and create artificial bottlenecks to test different behaviors of the demo game the visual scripts display the scalers available and show if it is enabled enabling a specific scaler means that the adaptive performance w you can override the scalers to test their impact on the demo game's performance and scene some scalers may not affect the scene but may improve the performance in the long run build and launch the apk go to file > build settings connect your galaxy device enable development build and select scripts only build option make sure that the autoconnect profiler is enabled to check the profiler in unity and measure the performance in build to device, click the patch button to install or update the apk in your device test using unity profiler unity has also introduced a new module in its profiler that allows you to monitor the scalers changes and extract frame time information to your editor the profiler allows you to get real-time information from the adaptive performance plugin navigate to windows > analysis > profiler set the play mode to your connected galaxy device once connected, you can analyze the frame time stats and check the state of the scalers during runtime scalers in this profiler are reacting to the thermal trend and are being raised or lowered in response to the thermal warning observe the scalers when enabled or disabled texture scaler the texture scaler is the custom script to lower the texture quality based on thermal levels when enabled and maxed out, the texture fidelity has been lowered this lowers the gpu load and memory usage lod scaler you may notice a subtle change in the appearance of the rocks, trees, and umbrella models this is due to the adaptation of the lod bias that determines which version of the models to use as the thermal levels rise, lower poly models are selected to reduce the number of triangles rendered this reduces the gpu load and minimizes thermal build-up shadow map resolution shadow map resolution creates a blurring effect on the shadows which incidentally lowers the performance load required to render them basically, lower shadow detail means fewer gpu calculations, which lead to less heat build-up check the game performance using gpuwatch gpuwatch is a profiling tool for observing gpu activity in your app the following are the common information shown by the gpuwatch fps counters current average cpu and gpu load cpu load gpu load it is very helpful in profiling your game during the post-development stage so you can further optimize to enable gpuwatch on your galaxy device you can easily reposition the gpuwatch widgets on the screen by enabling unlock widgets under the notification menu of gpuwatch you’re done! congratulations! you have successfully achieved the goal of this code lab now, you can improve and optimize your android game on samsung galaxy devices using adaptive performance in unity by learning about scalers, thermal warnings, and bottleneck apis the performance of your mobile games can be pushed further by utilizing these tools if you face any trouble, you may download this file adaptive performance complete project 1 0 gb to learn more, visit developer samsung com/galaxy-gamedev
tutorials game, mobile
blogintro foldable technology for mobile is a ground-breaking experience not only for users, but also for developers. the presence of many form factors, like immersive display, app continuity, flex mode, and ux optimization, challenge developers to think outside of the box to adapt to this technology. there are already a large number of blogs talking about general application considerations, but what about gaming on a foldable device? in this blog, we look at the challenges and new opportunities foldable devices present for mobile game development. this blog focuses on unity and unreal engine as they are the most common game engines for mobile development. however, a lot of the information applies to other engines as well. app continuity and multi-window mode firstly, let's establish that the large internal display is called the main display whilst the smaller external display is called the cover display. app continuity and multi-window mode are two key features of foldable smartphones. with app continuity, you can seamlessly transition between the cover display to the main display without needing to reopen the app. with multi-window, you can run multiple apps at once and multitask like never before. app continuity moving an app between the two displays affects the size, density, and aspect ratio of the display it can use. app continuity is enabled and disabled from the android manifest of the app: the <activity> element has a new attribute called resizeableactivity. if not set, this attribute defaults to true, thus enabling app continuity and assuming the app fully supports both app continuity and multi-window mode. if set to true then the application automatically attempts to resize when moving between displays, as shown in the video below. if set to false then the system still allows you to transition from the cover display to the main display but does not attempt to resize the application. instead, a new button appears, allowing the user to restart the application at a time of their choosing, as shown below. when the app transitions between the two displays, the activity is destroyed and recreated. as such, the app data needs to be stored and then used to restore the previous state. from testing, both unity and unreal engine appear to handle this process already. however, if you are developing on a custom engine, it is worth confirming that your engine/app can handle this. continue on cover screen by default, foldable devices simply lock the device when closing the main display. however, it is possible for users to disable this functionality for certain apps. in the device's display settings, there is an option called "continue on cover screen" that has to be enabled by the user. entering this menu displays a list of all applications on the device and enables users to set specific applications to not lock the device when closing the main display. if an application has resizeableactivity set to false then the option to enable this functionality is greyed out and is not available. if your application supports resizing and app continuity then you should make sure to test that this works as users may wish to enable this functionality on their device. multi-window mode multi-window mode can allow up to three apps to run at the same time in a split-screen arrangement (see left image) or for two apps to run in pop-up mode which keeps one app full-screen but creates another app in a smaller pop-up window (see right image). just like app continuity, this is enabled using the attribute resizeableactivity in the android manifest. if resizeableactivity is not set then it defaults to true. so again, it is recommended that you set this yourself to ensure that your app works as intended. app continuity without multi-window mode if you would like your app to support app continuity but don't want it to be used by the multi-window mode, then this is possible. first, you should set the resizableactivity attribute to false to disable both app continuity and multi-window mode. next use the following <meta-data> element in your <activity> element: <meta-data android:name="android.supports_size_changes" android:value="true" /> this re-enables the app continuity feature without enabling multi-window mode. game engine features to use if using existing game engines then there are several existing features that are useful if developing for foldable devices. this section provides a high-level look at these features. for more in-depth information, i recommend visiting the engine's documentation. unity unity is a very good engine for developing on foldable devices, requiring little to no setup to enable features for foldable devices. the engine automatically handles resizing of the application without any modifications required. the resizeableactivity attribute is controlled by an option in the player settings: resizable window. when enabled, resizeableactivity appears to be set to true; when disabled, resizeableactivity appears to be set to false. note this option is not available in older versions of unity. if this option is not present then you have to set the resizeableactivity manually. the engine also provides a very robust ui scaling system that helps to reduce the amount of work required to create a ui that works across both the cover display and main display. the canvas scaler and anchor system work very well with foldable devices and work to resize and position elements consistently across the two displays, thus preventing developers from having to create two ui designs (one for cover display and one for main display). unreal engine 4 unreal engine 4 is another good engine for developing on foldable devices, although it requires a little more work to get it set up for foldable devices. first of all, unreal engine 4 by default disables the resize event on android devices, however, it is possible to re-enable it in device profiles using the console variable: r.enablenativeresizeevent = 1 unreal engine 4 by default also has a max aspect ratio of 2.1. this is, however, too small for the cover display of some foldable devices which can result in black bars on either side of the image. fortunately, unreal engine makes this value easily changeable in the project settings: platform -> android -> max aspect ratio from my testing, 2.8 is a good value. however, i recommend users experiment to find the best value. unreal engine's umg (unreal motion graphics ui designer) has a comprehensive set of tools for creating responsive ui designs. this system automatically scales ui elements to fit the screen size, and the anchor system is also very useful for ensuring the ui elements are positioned correctly between the two displays. samsung remote test lab no matter what engine you use, the best way to ensure your app works well on a foldable device is to test it on a foldable device. samsung remote test lab has a range of foldable devices available for developers to test their applications on if getting hold of a physical device is too difficult or expensive. all you need to do is create a samsung account and you can start using these devices for testing. android jetpack windowmanager despite being very good engines for foldable game development, neither unity nor unreal currently provide information about the current state of the foldable device (that is, is it open/closed/halfway?, where is the fold positioned?, what is the fold's orientation? and so forth). however, android has recently created a new library as a part of their android jetpack libraries that enables developers to access this information and make use of it in their apps. android jetpack in their own words is "a suite of libraries to help developers follow best practices, reduce boilerplate code, and write code that works consistently across android versions and devices so that developers can focus on the code they care about." windowmanager is a new library from the android jetpack suite, intended to help application developers support new device form factors and multi-window environments. the library had its 1.0.0 release in january 2022, and targeted foldable devices but—according to the documentation—future versions will extend to more display types and window features. more technical resources this blogpost has an accompanying technical blogpost and code lab tutorial, demonstrating how to use the android jetpack windowmanager with both unity and unreal to take advantage of the flex mode feature of samsung's foldable devices. i recommend starting with the jetpack windowmanager blogpost to learn how to set up the windowmanager in java: https://developer.samsung.com/galaxy-gamedev/blog/en-us/2022/07/20/how-to-use-jetpack-window-manager-in-android-game-dev then, follow it up with the code labs to learn how to make use of the windowmanager to implement a simple flex mode setup in either unreal or unity: https://developer.samsung.com/codelab/gamedev/flex-mode-unreal.html https://developer.samsung.com/codelab/gamedev/flex-mode-unity.html also, visit our game developer community to join the discussion around mobile gaming and foldable devices. click here to find out more about other design considerations when designing apps for foldable devices and large screens. final thoughts foldable devices provide a richer experience than regular phones. hopefully, this blogpost and accompanying tutorial have provided you with the necessary information to begin taking advantage of these new form factors and start providing users a richer foldable experience. additional resources on the samsung developers site the samsung developers site has many resources for developers looking to build for and integrate with samsung devices and services. stay in touch with the latest news by creating a free account and subscribing to our monthly newsletter. visit the galaxy store games page for information on bringing your game to galaxy store and visit the marketing resources page for information on promoting and distributing your android apps. finally, our developer forum is an excellent way to stay up-to-date on all things related to the galaxy ecosystem.
Lochlann Henry Ramsay-Edwards
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webgalaxy store preloaded on 1.2b devices in 188 countries, galaxy store offers the latest apps, games, customization tools, exclusive benefits, and a developer-friendly revenue share of 80/20.1 unlock your potential with galaxy store samsung's exclusive app store offers trending apps, games, themes, exclusive benefits, and more. user discovery grow user engagement with curated merchandising, live operations, and discover tab editorials.2 revenue upside 80:20 revenue share for paid apps, themes, and consumable and non-consumable items; 85:15 revenue share for subscriptions. samsung rewards retain high value users who spend more with rewards points.3 what's new in galaxy store find out about the latest and upcoming updates for developers in seller portal and galaxy store. unity engine vulnerability data security android apps distributed in china subscription pricing pre-registration app promotion unity engine vulnerability data security android apps distributed in china subscription pricing pre-registration app promotion unity engine users: update your apps if you use the unity engine to create your app or game, unity has released an update to fix a security vulnerability (october 2025). any apps built on unity editor versions 2017.1 or later for windows, android, macos, or linux are susceptible to this vulnerability. download the latest patching tool or updated version of your unity editor, rebuild your app, then log in to seller portal to register and publish the updated binary. unity's advisory notice seller portal notice protecting users' personal information starting on september 24, 2025, data safety information must be provided for all new and updated apps in galaxy store. a data safety tab is available in seller portal that allows you to clearly explain to users what personal information is collected and how it is shared and stored. this gives users more visibility of how their personal information is used. learn more documentation requirements for android apps distributed in china starting september 1, 2025, additional documentation is required for your android apps distributed in the chinese mainland country/region. required licenses and other documentation, in chinese and following the chinese government's requirements for licensing and ai-generated content, must be registered in seller portal. review the list of required documentation subscription pricing options in korea starting july 2, 2025, for new subscribers in korea only, a lower-tier subscription or free trial is automatically cancelled at the end of the subscription period unless the customer consents to renew the subscription within 30 days before the end of the introductory subscription (when it converts to a regular-tier subscription). find out more pre-registration and redemption codes galaxy store in china operates separately.list your game in galaxy store before it's released. pre-registration allows you to promote your upcoming release, offer special incentives to customers who pre-register for your game, and automatically downloads the game when it's released. redemption codes can be distributed to pre-registered users in their coupon folder. get more information galaxy store editorial submit a request using the app promotion tab in seller portal to feature your app or theme in an editorial in the galaxy store discover tab. available to galaxy store users in the u.s. and south korea, the discover tab provides curated recommendations on the latest trends, samsung exclusive benefits, seasonal events, tips, and more, combining storytelling and visuals to showcase developer innovation. app promotion discover tab your winning game plan prepare create your account create a samsung account, register with seller portal, and apply for commercial seller status. get started > integrate incorporate samsung's services use samsung's sdks and tools, like samsung in-app purchase, to seamlessy integrate your app into samsung's ecosystem. code > launch distribute in galaxy store register your app and in-app items in seller portal, test your app, then launch it in galaxy store. publish > level up run promotions & track user data create a badge, promote your app, integrate with third-party attribution platforms, and track performance metrics and user data. promote > top collaborators join galaxy store to distribute your innovative games and apps! developer resources in-app purchase use samsung iap to sell in-app items like subscriptions galaxy store developer api manage your apps and in-app items and check statistics galaxy store review increase customer reviews with a review broadcast or link install referrer library retrieve referrer information from galaxy store have questions? samsung answers your frequently asked questions, provides a forum to communicate with other app developers, or can answer your questions directly. faq frequently asked questions about app development for samsung devices and galaxy store. developer forum ask questions and discuss ideas with other app developers. ask a question submit a developer-related support request to our support team. additional resources samsung provides additional resources for game development, galaxy themes, and instant plays 2.0. galaxy gamedev technical support and best practices for game development galaxy themes learn about the galaxy themes service instant plays samsung's mobile cloud gaming platform 1 80/20 revenue share for paid apps, themes, and consumable and non-consumable items; 85/15 revenue share for subscriptions. revenue share is subject to deduction of customary fees (such as sales tax, bank fees) as provided in the galaxy store terms. please see the galaxy store terms for details.2 discover tab is available in south korea and the u.s.3 samsung rewards is available in germany, south korea, and the u.s.
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bloganother year will soon be past and, like many of you, we’re looking forward to next year. we’ll be taking some time the next few weeks to be with our families, and will be back in 2022 with more blogs, podcasts, product announcements, and ways for you to succeed with galaxy store and samsung platforms. with the end-of-year holidays upon us, we’re stopping to reflect on what we did in 2021. even with covid making a disruption in everyone’s lives, we’re still here to help developers find answers and hopefully, also find success. here are some of our most memorable moments. 10. developer portal refresh brought a modern look and support for mobile we’ve been working for several years to bring samsung’s developer portal into a single web infrastructure. we moved content from multiple servers and cloud services into a cms that uses open standards and a responsive design for mobile devices. we pored through a decade of content to make sure it was still timely and accurate for your needs today. we integrated the developer forums to use the same samsung account login for both the developer portal and seller portal to give you a more seamless experience. in october of this year, we made a ux refresh to the site and the most amazing thing is how easy that process went. there were no late nights in the weeks prior to launch. we were able to test the new ux in a sandbox rigorously. then the deployment to production happened almost instantaneously. we spent less time worrying about our website and more time creating the content you need to do your work. we understand how important the samsung developer portal is to you and your work. that’s why we took the time to ensure a smooth transition as we made major infrastructure changes. 9. monthly updates keep developers up-to-date on new galaxy store features the galaxy store product management team began publishing monthly newsletters to enlighten developers of the latest features and improvements to seller portal. these updates also usually appear as blog posts in the first week or two of the month. some of the major announcements include: staged app rollouts (october) local currencies in settlement and financial reports (september) private beta testing (july) galaxy store developer api (april) look for more exciting improvements in 2022 as galaxy store continues to innovate. 8. unpacked events bring exciting new product announcements galaxy unpacked in january 2021 brought announcements of the galaxy buds pro, galaxy s21, and the new galaxy smarttag. the event highlighted samsung’s design concepts with one ui 3 and integrated experiences from partners like microsoft and google. the august galaxy unpacked event brought announcements of galaxy z fold3 and galaxy z flip3 phones. these devices have many new hardware and software features for developers to build upon. this blog post highlighted many of the ways that developers can implement features supporting flex mode and s pen remote, while ensuring that users have a seamless experience with app continuity. the most anticipated announcement of the august galaxy unpacked event was the unveiling of galaxy watch4, featuring wear os, powered by samsung. as with the tizen-powered galaxy watch devices, samsung released a new tool, galaxy watch studio converter, to help existing designers bring their watch faces to wear os. designers could also start a new watch face project from scratch with the newly-released watch face studio tool. 7. remote test lab updates allow developers to experience the latest hardware as new devices are announced, developers can use the remote test lab (rtl) to ensure that their apps work properly on the new version of one ui as well as different screen resolutions and pixel densities. in 2021, the rtl development team added support for foldables and galaxy s21 devices, allowing developers to ensure their apps work correctly before the devices are available to consumers. the rtl team also added support for android studio. in september, thousands of devices were added in data centers around the world to ensure that a compatible device is always available. as part of this release, rtl was re-engineered to work exclusively in the chrome browser, so that no external software is needed to test apps on all the latest devices. 6. samsung developer forums activity the samsung developer forums, based on the popular open-source discourse project, were introduced in january 2020, replacing an aging forum infrastructure that didn’t work well on mobile devices. by using the same samsung account authentication method as the samsung developers site, we’re able to provide a nearly-seamless experience across different hosts and platforms. since their introduction, we’ve seen large numbers of visitors stop by the forums with questions. community manager ron liechty has more than 25 years of experience in managing healthy communities—his knowledge and guidance keeps the forums a useful resource for developers. some of these visitors have become our best community members, providing valuable feedback to their peers as well as helping to moderate spam and malicious content. 5. supporting game developers in 2021 games are a noticeable part of the galaxy store experience and we work with many partners and internal teams to ensure that gamers have a great experience on galaxy devices. the galaxy gamedev team works closely with some of the top publishers and developers to improve performance of top titles on mobile. this team creates tools that provide great detail on the performance of the cpu and gpu during intense moments of gameplay. the gamedev team then documents their efforts in a series of best practices and blog posts to help developers everywhere. in addition to our internal team work, we frequently work with our partners at arm to deliver relevant content for game developers. this summer, we published and promoted a number of educational articles, webinars, and training series in cooperation with the arm developer team. best practices for mobile game developers and artists new vulkan extensions for mobile: maintenance extensions new vulkan extensions for mobile: legacy support extensions new game changing vulkan extensions for mobile: descriptor indexing new game changing vulkan extensions for mobile: buffer device address new game changing vulkan extensions for mobile: timeline semaphores mike barnes from the gamedev team, together with eric cloninger from the samsung developers team, presented at the virtual gdc2021 event in july. gdc is an important event for all of us at samsung and we hope to see you all there at the live event in march 2022. 4. new voices appeared on samsung developers podcast, season 2 shortly before the covid-19 pandemic changed our lives, tony morelan from samsung developers attended a podcasting event and came back to the office inspired to start a podcast. he lined up guests from internal teams and important partners. everyone had a great time participating and it gave us a way to continue delivering quality content to developers. as 2020 turned to 2021, we continued bringing interesting guests from across the mobile design and development ecosystem. we used the podcast to talk about the upcoming virtual samsung developer conference and chat with the people that made the event a success. here are some of the highlights from season 2 of the samsung developers podcast: drazen stojcic, urarity – watch faces, design tan nguyen, butterfly-effected gmbh – galaxy themes, marketing, licensing the samsung internet advocacy team – web standards, privacy, foldable devices we’re still hoping for a return to days where we can travel and meet in person, but until that time comes, please join us in listening to these industry veterans and top developers on the samsung developers podcast. season 3 begins in early 2022. 3. blog series instructs readers on design and successful marketing without live events the past two years, we have searched for new ways to continue delivering timely and helpful advice to mobile app designers and developers. as mentioned previously, we worked with arm this year to bring great technical content front and center. we also worked with our network of top designers, developers, and thought leaders on concepts that will help you succeed on galaxy store and in creating better experiences for your users: better for all – in this blog series, we talked with leading designers and experts to help understand the increasingly important concepts behind the diversity, equality, and inclusion movement. this series discussed aspects of language used in apps, themes, and watch designs. it also highlights important guidelines to ensure apps and web sites are accessible to users with sight, mobility, and hearing impairments. better for all: mobile accessibility better for all: inclusive policies with daniel appelquist better for all: equal accessibility better for all: bringing diversity to design with eglantina hasaj and manpreet kaur better for all: diversity in design better for all: developing and designing for diversity refresh for success – it’s not enough to simply submit a title to a digital marketplace and assume success will follow and continue without extra effort. in this series, top galaxy store designers and developers talk about how they maintain their product lines to ensure a steady flow of revenue and new customers. refresh for success: maintain quality themes design with olga gabay from zeru studio refresh for success: improve your process to keep designs fresh with tan nguyen from butterfly-effected, gmbh refresh for success: improve your process and de-clutter your galaxy store with drazen stojcic from urarity prime time design – finding success in designing new products is an intensely unique and personal process. the prime time design series includes interviews with some of the most unique people creating for galaxy store. read how these talented people inspire themselves and how they convert that inspiration into action. prime time design: unpacking the creative process with ramon campos from friss in motion prime time design: unpacking the creative process with pedro machado from health face prime time design: unpacking the creative process with john shih from x9 studio strategies for success – tony morelan was a successful watch face designer before coming to work with the samsung developers team. we’re grateful for his knowledge of design as well as how to turn designs into revenue. in this four-part series, tony points out steps to creating successful galaxy store product submissions. strategies for success: selling your apps strategies for success: understanding consumer trends strategies for success: building your fan base strategies for success: making your brand successful 2. best of galaxy store awards highlight successful developers the galaxy store app on your mobile device is more than just an app. behind the scenes, there is a team of developers, product managers, business leaders, and security experts devoted to ensuring the best possible online experience for consumers in 180 countries. because of their dedication, developers and designers have a great platform for monetizing their work. each year, the samsung developers team works with the galaxy store operations and business development teams to determine the best games, apps, and themes based on revenue, downloads, and impact to consumers. the result is the best of galaxy store awards. in 2018 and 2019, the best of galaxy store awards were presented live, on stage, at the samsung developer conference (sdc). without a live event in 2020 or 2021, the samsung developers team decided to continue the tradition of highlighting and awarding our top galaxy store products. even without an in-person event, we used a live premiere on youtube to have a single moment in time to celebrate with the winners. tony morelan emceed the event, but he had a lot of help from ron liechty, jeanne hsu, susie perez, and shelly wu. we thank them for their hard work. we hope you’ll enjoy watching! look for the “best of galaxy store” sash on apps, games, themes, and watch faces in galaxy store to know that you’re getting a truly unique experience. 1. discovering new opportunities at sdc21 each year, the samsung developer conference is the culmination of an incredible amount of planning and work by hundreds of people. even though the event was virtual in 2021, there was still a huge volume of work. instead of preparing for a live audience, our teams practiced in front of a galaxy phone on a tripod (really). instead of building booths and planning meals, we built a website and social media campaigns to reach a larger audience. eric cloninger and tony morelan kicked off the promotion for sdc21 with a podcast featuring a previous sdc speaker, chris shomo. before the conference, visitors were invited to create whimsical caricatures of themselves using the mysdcstack mini-site and submit their designs to social media. by participating in the event website, watching sessions, and trying the code labs, visitors would earn points toward a prize drawing after sdc. relive the experience of sdc21 by watching the keynote or any of the highlight sessions and technical talks by viewing this playlist wrapping up when sdc is finished, our team takes a collective deep breath, happy to be done. it is a satisfying experience to pull off a big industry event. we don’t know yet how we’ll handle live events, but we remain optimistic that some will occur. we are making plans and we hope we’ll be able to see you, somewhere, in 2022. 🤞 take care. stay warm (or cool). best wishes to you all and happy new year!
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discover and developwith samsung use our tools and services to providean exceptional experience to samsung users around the world. view all products subscribe newsletter what’s new latest updates for developers stay updated with recent news, feature changes, and key announcements that highlight new additions and improvements. introducing galaxy z trifold the next shape of mobile innovation: galaxy z trifold unfolds twice for enhanced productivity and immersion. launching one ui 8.5 beta latest version of one ui brings enhanced productivity, privacy and performance across the galaxy ecosystem. event at ces 2026: ‘the first look’ get the first look at samsung’s vision at ces, spanning mobile, home and display. learn learn easily, build confidently visit code lab blog blog integrate personalized gift cards for a seamless wallet experience samsung wallet updated dec 11, 2025 blog record and capture galaxy watch screens: no mobile device or third-party app required! galaxy watch updated dec 16, 2025 blog verifying user identity on your website using samsung wallet's web2app apis samsung wallet updated dec 9, 2025 code lab optimize your watch face design galaxy watch updated nov 26, 2025 develop mobile / wearable get set up to use samsung mobile sdks in your apps. mobile / wearable visual display digital appliance platform galaxy gamedev build games for galaxy devices - the world's largest mobile gaming platform galaxy themes with galaxy themes, you can personalize galaxy devices' screens galaxy watch optimize your application performance health create a useful health app on galaxy watch and a smartphone samsung iap sdk make it possible to sell a variety of items in samsung galaxy apps samsung internet build web apps for the samsung internet browser-powering all samsung devices samsung wallet an all-in-one, single-swipe solution for tickets, boarding passes, coupons, and more galaxy emulator skin app design guide for foldable phones remote test lab build apps to control desktops with smartphones smart tv build apps for samsung smart tvs smart hospitality display enhance guest experiences smart signage transform displays in business family hub make the kitchen the center of your home bixby apply voice to your apps smartthings add smartness to your user’s lives knox secure your devices tizen build apps that connect everything samsung see more mobile docs (14) see more mobile docs (14) galaxy sdk get started create your own applications with a variety of samsung galaxy sdks, services, and tools. galaxy ar emoji sdk create your own avatar in your app galaxy performance sdk optimize your application performance galaxy s pen remote sdk control apps remotely with your s pen galaxy z (foldable) app design guide for foldable phones samsung automation studio develop your apps using samsung automation studio samsung blockchain build blockchain-enabled services for mobile devices samsung dex build apps to control desktops with smartphones samsung ese sdk provides a way for service providers to deploy services using ese on samsung devices samsung teegris a powerful solution to run applications in a trusted execution environment samsung app management a solution to manage background applications for better system health samsung log video create professional videos with galaxy camera starting from s25 series samsung wireless fast charge enables samsung mobile devices to be fast-charged with the wireless fast charger mobile accessories major component placement for galaxy s/z phones design creating the future get in-depth information and resourcesto design high quality apps for samsung’s products and services. design system samsung design system is samsung eco’s design system for consistent and clear communication. one ui design guideline one ui helps you focus on what really matter to you one ui watch galaxy watch provides you new ux components, which allows you to use it to build new user experiences. distribute share with millions bring your apps and games to samsungreach hundreds of millions of galaxy users distribute your apps submit your apps to galaxy store and use key samsung programs to promote your apps. samsung apps tv seller office with demand for video servies constantly growing, now is the perfect opportunity to publish application for samsung smart tvs. redefine your game distribution stream your games on samsung mobile devices using instant plays 2.0, bringing users instant fun and excitement. connect and share more than on your ownsamsung developer forums visit the forums to ask questionsand exchange ideas with other developer. visit forums experts and tools with our support team we're here to help you be successful in the samsung developer ecosystem. learn more about our tools and how to communicate with our support team search faq by keyword and category submit a 1:1 support request and receive a responds explore testing tools and software resources get insights with recommended articles get support for partner samsung developerbusiness account join samsung business account to experience most of the service. add members, measure user engagement, streamline your onboarding process and much more - 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webcode lab code lab is an education platform that engages anyone to understand, through a series of topics, the entirety of the sdks and tools powered by samsung. all tags all tags health measure electrodermal activity on galaxy watch 30 mins start watch face studio optimize your watch face design 30 mins start watch face studio apply motion graphics to your watch face using tag expressions and gyro effects 30 mins start in-app purchase implement in-app subscriptions using samsung iap 30 mins start watch face studio design a watch face with customizable edge complication slots and digital clock 30 mins start in-app purchase add samsung in-app purchase service to your app 30 mins start watch face studio get creative with weather data in watch face studio 30 mins start sdc24 health build a health app with steps from samsung health and its connected wearables 30 mins start sdc24 health access rich sleep data from samsung health measured by galaxy wearables 30 mins start sdc24 smartthings create a smartthings edge driver for an iot bulb 30 mins start sdc24 smartthings develop a smartthings find-compatible device 30 mins start sdc24 smartthings test edge drivers using smartthings test suite 30 mins start sdc24 health research stack establish a health research system using samsung health research stack 30 mins start sdc24 samsung pay samsung wallet integrate samsung pay web checkout with merchant sites 30 mins start sdc24 samsung pay samsung wallet integrate samsung pay sdk flutter plugin into merchant apps for in-app payment 30 mins start sdc24 samsung wallet utilize add to samsung wallet service for digital cards 30 mins start sdc24 samsung wallet verify your id with samsung wallet 30 mins start sdc24 automotive create an android automotive operating system (aaos) app with payments via samsung checkout 30 mins start watch face studio apply gyro effects to a watch face using watch face studio 20 mins start smartthings matter: create a virtual device and make an open source contribution 25 mins start smartthings matter: build a matter iot app with smartthings home api 25 mins start galaxy z develop a widget for flex window 25 mins start samsung pay samsung wallet integrate in-app payment into merchant apps using samsung pay sdk 30 mins start gamedev optimize game performance with adaptive performance in unity 30 mins start gamedev galaxy z implement flex mode into a unity game 30 mins start watch face studio customize styles of a watch face with watch face studio 30 mins start watch face studio galaxy z customize flex window using good lock plugin on watch face studio 20 mins start health measure skin temperature on galaxy watch 20 mins start health transfer heart rate data from galaxy watch to a mobile device 30 mins start watch face studio design a watch face using mask and moon phase tags 30 mins start bixby smartthings control a smart bulb 30 mins start watch face studio apply conditional lines on watch faces 20 mins start health measure blood oxygen level on galaxy watch 30 mins start health measure blood oxygen level and heart rate on galaxy watch 40 mins start galaxy z implement multi-window picture-in-picture on a video player 20 mins start samsung blockchain transfer erc20 token with blockchain app 45 mins start galaxy ar emoji gamedev use ar emoji on games and 3d apps 60 mins start gamedev galaxy z implement flex mode on an unreal engine game 120 mins start smartthings integrate iot devices into the smartthings ecosystem 45 mins start watch face studio create a watch face using tag expressions 60 mins start galaxy z implement flex mode on a video player 30 mins start galaxy z implement app continuity and optimize large screen ui of a gallery app 40 mins start galaxy z configure an app to enable copy and paste in multi-window 30 mins start galaxy z configure an app to enable drag and drop in multi-window 30 mins start samsung blockchain develop a secure blockchain app 40 mins start samsung blockchain develop a blockchain shopping app 40 mins start
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codelabimplement flex mode on an unreal engine game objective learn how to implement flex mode on an unreal engine game using android jetpack windowmanager and raw java native interface jni overview the flexible hinge and glass display on galaxy foldable devices, such as the galaxy z fold4 and galaxy z flip4, let the phone remains propped open while you use apps when the phone is partially folded, it will go into flex mode apps will reorient to fit the screen, letting you watch videos or play games without holding the phone for example, you can set the device on a flat surface, like on a table, and use the bottom half of the screen to navigate unfold the phone to use the apps in full screen mode, and partially fold it again to return to flex mode to provide users with a convenient and versatile foldable experience, developers need to optimize their apps to meet the flex mode standard set up your environment you will need the following epic games launcher with unreal engine 4 or later visual studio or any source code editor samsung galaxy foldable device galaxy z fold2, z fold3, or newer galaxy z flip, z flip3, or newer remote test lab if physical device is not available requirements samsung account java runtime environment jre 7 or later with java web start internet environment where port 2600 is available create and set up your project after launching unreal engine from the epic games launcher, follow the steps below to start your project in the select or create new project window, choose games as a new project category and click next select third person as template, then click next to proceed noteyou can implement flex mode on any template or existing projects and use this code lab activity as a reference in the project settings window, set the following type of project c++ target platform mobile / tablet performance characteristics scalable 3d or 2d real-time raytracing raytracing disabled include an additional content pack no starter content project name tutorial_project click create project wait for the engine to finish loading and open the unreal editor once the project is loaded, go to edit > project settings > platforms > android click the configure now button if the project is not yet configured for the android platform then, proceed with the following apk packaging and build settings a apk packaging set target sdk version to 30 set orientation to full sensor change the maximum supported aspect ratio to 2 8 aspect ratio of galaxy z fold3 in decimal to prevent black bars from appearing on the cover display leave it if your game does not need to use the cover display enable use display cutout region?, to prevents black bars at the edge of the main screen otherwise, leave it unchecked b build disable support opengl es3 1 and enable support vulkan notecurrently, there is a problem with opengl es and the split-screen system being investigated the only option right now is to turn off opengl es and use vulkan instead enable native resize event the resize event of a game when switching between displays is disabled in the engine by default however, this behavior can be easily enabled by setting android enablenativeresizeevent=1 in the deviceprofile currently, the only way to create a profile for foldable devices is by creating a specific rule for each device to save time in this code lab, enable the native resize event for all android devices instead locate and open the tutorial_project > config folder in file explorer inside the config folder, create a new folder named android create a new file called androiddeviceprofiles ini and open this file in a text editor, such as visual studio copy below deviceprofile code to the newly created androiddeviceprofiles ini file [deviceprofiles] +deviceprofilenameandtypes=android,android [android deviceprofile] devicetype=android baseprofilename= +cvars=r mobilecontentscalefactor=1 0 +cvars=slate absoluteindices=1 +cvars=r vulkan delayacquirebackbuffer=2 +cvars=r vulkan robustbufferaccess=1 +cvars=r vulkan descriptorsetlayoutmode=2 ; don't enable vulkan by default specific device profiles can set this cvar to 0 to enable vulkan +cvars=r android disablevulkansupport=1 +cvars=r android disablevulkansm5support=1 ; pf_b8g8r8a8 +cvars=r defaultbackbufferpixelformat=0 +cvars=android enablenativeresizeevent=1 ; previewallowlistcvars and previewdenylistcvars are arrays of cvars that are included or excluded from being applied in mobile preview ; if any previewallowlistcvars is set, cvars are denied by default previewallowlistcvars=none this is a copy of the default android deviceprofile from the existing basedeviceprofiles ini file but with the enabled nativeresizeevent console variable cvars notethis step is not required when you only want to implement flex mode yet, it's recommended, to allow applications to run seamlessly from main to cover display without stretching and squashing the game, by enabling the nativeresizeevent create a new plugin and import the foldablehelper foldablehelper is a java file that you can use in different projects it provides an interface to the android jetpack windowmanager library, enabling application developers to support new device form factors and multi-window environments before proceeding, read how to use jetpack windowmanager in android game dev and learn the details of how foldablehelper uses windowmanager library to retrieve information about the folded state of the device flat for normal mode and half-opened for flex mode , window size, and orientation of the fold on the screen download the foldablehelper java file here foldablehelper java 5 64 kb to import the foldablehelper java file to the project, follow the steps below go to edit > plugins in the unreal editor click the new plugin button and select blank to create a blank plugin in the name field, type foldables_tutorial and click the create plugin button in file explorer, locate and open tutorial_project > plugins folder go to plugins > foldables_tutorial > source> foldables_tutorial > private and create a new folder called java copy the foldablehelper java file into java folder open the tutorial_project sln file in visual studio in the same private folder path, add a new filter called java right-click on the java filter and click add > existing item locate the foldablehelper java file, then click add to include this java file in the build modify java activity to use foldablehelper unreal plugin language upl is a simple xml-based language created by epic games for manipulating xml and returning strings using upl, you can utilize the foldablehelper java file by modifying the java activity and related gradle files as follows in visual studio, right-click on source > foldables_tutorial folder, then click add > new item > web > xml file xml create an xml file called foldables_tutorial_upl xml ensure that the file location is correct before clicking add in the newly created xml file, include the foldablehelper java file in the build by copying the java folder to the build directory <root xmlns android="http //schemas android com/apk/res/android"> <prebuildcopies> <copydir src="$s plugindir /private/java" dst="$s builddir /src/com/samsung/android/gamedev/foldable" /> </prebuildcopies> set up the gradle dependencies in the build gradle file by adding the following in the xml file <buildgradleadditions> <insert> dependencies { implementation filetree dir 'libs', include ['* jar'] implementation "org jetbrains kotlin kotlin-stdlib-jdk8 1 6 0" implementation "androidx core core 1 7 0" implementation "androidx core core-ktx 1 7 0" implementation "androidx appcompat appcompat 1 4 0" implementation "androidx window window 1 0 0" implementation "androidx window window-java 1 0 0" } android{ compileoptions{ sourcecompatibility javaversion version_1_8 targetcompatibility javaversion version_1_8 } } </insert> </buildgradleadditions> next, modify the gameactivity <gameactivityimportadditions> <insert> <!-- package name of foldablehelper --> import com samsung android gamedev foldable foldablehelper; </insert> </gameactivityimportadditions> <gameactivityoncreateadditions> <insert> foldablehelper init this ; </insert> </gameactivityoncreateadditions> <gameactivityonstartadditions> <insert> foldablehelper start this ; </insert> </gameactivityonstartadditions> <gameactivityonstopadditions> <insert> foldablehelper stop ; </insert> </gameactivityonstopadditions> </root> gameactivityimportadditions adds the com samsung android gamedev foldable foldablehelper into the gameactivity with the existing imports gameactivityoncreateadditions adds the code to the oncreate method inside the gameactivity gameactivityonstartadditions adds the code to the onstart method inside the gameactivity gameactivityonstopadditions adds the code to the onstop method inside the gameactivity save the xml file then, ensure that the engine uses the upl file by modifying the foldables_tutorial build cs script, located in the same folder as the foldables_tutorial_upl xml file after the dynamicallyloadedmodulenames addrange call, add the following if target platform == unrealtargetplatform android { additionalpropertiesforreceipt add "androidplugin", moduledirectory + "\\foldables_tutorial_upl xml" ; } this means that the game engine will use the upl file if the platform is android otherwise, the foldablehelper won’t work implement a storage struct the next thing to implement is a struct, the native version of java’s foldablelayoutinfo class to store the data retrieved from the java code using a struct, do the following in content browser of unreal editor, right-click on c++ classes > add/import content then, click new c++ class select none for the parent class and click next name the new class as foldablelayoutinfo assign it to the foldables_tutorial plugin then, click create class delete the created foldablelayoutinfo cpp file and only keep its header file in the header file called foldablelayoutinfo h, set up a struct to store all needed data from the windowmanager #pragma once #include "core h" enum efoldstate { undefined_state, flat, half_opened }; enum efoldorientation { undefined_orientation, horizontal, vertical }; enum efoldocclusiontype { undefined_occlusion, none, full }; struct ffoldablelayoutinfo { efoldstate state; efoldorientation orientation; efoldocclusiontype occlusiontype; fvector4 foldbounds; fvector4 currentmetrics; fvector4 maxmetrics; bool isseparating; ffoldablelayoutinfo state efoldstate undefined_state , orientation efoldorientation undefined_orientation , occlusiontype efoldocclusiontype undefined_occlusion , foldbounds -1, -1, -1, -1 , currentmetrics -1, -1, -1, -1 , maxmetrics -1, -1, -1, -1 , isseparating false { } }; implement jni code to implement jni, create a new c++ class with no parent and name it foldables_helper assign the class to the same plugin, then modify the c++ header and source files as follows in the created header file foldables_helper h , include foldablelayoutinfo h #include "foldablelayoutinfo h" then, declare a multicast_delegate to serve as a listener for passing the data from the java implementation to the rest of the engine declare_multicast_delegate_oneparam fonlayoutchangeddelegate, ffoldablelayoutinfo ; lastly, set up the methods and member variables class foldables_tutorial_api ffoldables_helper { public static void init ; static bool haslistener; static fonlayoutchangeddelegate onlayoutchanged; }; moving to the source file foldables_helper cpp , set up the definitions for the methods and member variables created in the header file bool ffoldables_helper haslistener = false; fonlayoutchangeddelegate ffoldables_helper onlayoutchanged; void ffoldables_helper init { haslistener = true; } now, in the same source file, create the native version of the onlayoutchanged function created in the foldablehelper java file since the java onlayoutchanged function only works on android, surround the function with an #if directive to ensure that it compiles only on android #if platform_android #endif within this directive, copy the code below to use the jni definition of the java onlayoutchanged function extern "c" jniexport void jnicall java_com_samsung_android_gamedev_foldable_foldablehelper_onlayoutchanged jnienv * env, jclass clazz, jobject jfoldablelayoutinfo { create the ffoldablelayoutinfo to store the data retrieved from java ffoldablelayoutinfo result; retrieve the field ids of the foldablelayoutinfo and rect objects created in the java file //java foldablelayoutinfo field ids jclass jfoldablelayoutinfocls = env->getobjectclass jfoldablelayoutinfo ; jfieldid currentmetricsid = env->getfieldid jfoldablelayoutinfocls, "currentmetrics", "landroid/graphics/rect;" ; jfieldid maxmetricsid = env->getfieldid jfoldablelayoutinfocls, "maxmetrics", "landroid/graphics/rect;" ; jfieldid hingeorientationid = env->getfieldid jfoldablelayoutinfocls, "hingeorientation", "i" ; jfieldid stateid = env->getfieldid jfoldablelayoutinfocls, "state", "i" ; jfieldid occlusiontypeid = env->getfieldid jfoldablelayoutinfocls, "occlusiontype", "i" ; jfieldid isseparatingid = env->getfieldid jfoldablelayoutinfocls, "isseparating", "z" ; jfieldid boundsid = env->getfieldid jfoldablelayoutinfocls, "bounds", "landroid/graphics/rect;" ; jobject currentmetricsrect = env->getobjectfield jfoldablelayoutinfo, currentmetricsid ; //java rect object field ids jclass rectcls = env->getobjectclass currentmetricsrect ; jfieldid leftid = env->getfieldid rectcls, "left", "i" ; jfieldid topid = env->getfieldid rectcls, "top", "i" ; jfieldid rightid = env->getfieldid rectcls, "right", "i" ; jfieldid bottomid = env->getfieldid rectcls, "bottom", "i" ; retrieve the current windowmetrics and store it in the ffoldablelayoutinfo as an fintvector4 // currentmetrics int left = env->getintfield currentmetricsrect, leftid ; int top = env->getintfield currentmetricsrect, topid ; int right = env->getintfield currentmetricsrect, rightid ; int bottom = env->getintfield currentmetricsrect, bottomid ; // store currentmetrics rect to fvector4 result currentmetrics = fintvector4{ left, top, right, bottom }; do the same for the other variables in the java foldablelayoutinfo // maxmetrics jobject maxmetricsrect = env->getobjectfield jfoldablelayoutinfo, maxmetricsid ; left = env->getintfield maxmetricsrect, leftid ; top = env->getintfield maxmetricsrect, topid ; right = env->getintfield maxmetricsrect, rightid ; bottom = env->getintfield maxmetricsrect, bottomid ; //store maxmetrics rect to fvector4 result maxmetrics = fintvector4{ left, top, right, bottom }; int hingeorientation = env->getintfield jfoldablelayoutinfo, hingeorientationid ; int state = env->getintfield jfoldablelayoutinfo, stateid ; int occlusiontype = env->getintfield jfoldablelayoutinfo, occlusiontypeid ; bool isseparating = env->getbooleanfield jfoldablelayoutinfo, isseparatingid ; // store the values to an object for unreal result orientation = tenumasbyte<efoldorientation> hingeorientation + 1 ; result state = tenumasbyte<efoldstate> state + 1 ; result occlusiontype = tenumasbyte<efoldocclusiontype> occlusiontype + 1 ; result isseparating = isseparating; // boundsrect jobject boundsrect = env->getobjectfield jfoldablelayoutinfo, boundsid ; left = env->getintfield boundsrect, leftid ; top = env->getintfield boundsrect, topid ; right = env->getintfield boundsrect, rightid ; bottom = env->getintfield boundsrect, bottomid ; // store maxmetrics rect to fvector4 result foldbounds = fintvector4{ left, top, right, bottom }; broadcast the result via the onlayoutchanged delegate for use in the engine if ffoldables_helper haslistener { ue_log logtemp, warning, text "broadcast" ; ffoldables_helper onlayoutchanged broadcast result ; } } create a player controller and two ui states this section focuses on adding a player controller and creating two user interface ui states for flat and flex modes these objects are needed for the flex mode logic implementation following are the steps to add a player controller and create two ui states add a new player controller blueprint in content browser, go to content > thirdpersoncpp and right-click on blueprints > add/import content > blueprint class pick player controller as its parent class rename it as flexplayercontroller notethe flexplayercontroller added is generic and can be replaced by your custom player controller in an actual project add a new c++ class with actor component as its parent class name it as foldables_manager and assign it to the foldables_tutorial plugin click the create class button open the flexplayercontroller blueprint by double-clicking it click open full blueprint editor attach the actor component to the flexplayercontroller in the left pane, click add component, then find and select the foldables_manager next, create a pair of userwidget classes for the ui layouts needed flat mode ui for the full screen or normal mode; and flex mode ui for split-screen in add c++ class window, select the show all classes checkbox find and pick userwidget as the parent class then, click next name the new user widget as flatui and attach it to the plugin click next repeat the process but name the new user widget as flexui you might get an error when trying to compile stating that the userwidget is an undeclared symbol to fix this, open the foldables_tutorial build cs file, and in the publicdependencymodulenames addrange call, add "inputcore" and "umg" to the list create a pair of blueprints made from subclasses of these two user widgets right-click on content and create a new folder called foldui inside the newly created folder, right-click to add a new blueprint class in all classes, choose flatui and click the select button rename the blueprint as bp_flatui in the same folder, repeat the process but choose the flexui class and rename the blueprint as bp_flexui double-click on bp_flatui and bp_flexui, then design your two uis like below to visualize switching between flat and flex mode flat ui flex ui notethis code lab activity does not cover the steps on how to create or design ui if you want to learn about how to create your own game design in unreal engine 4, refer to unreal motion graphics ui designer guide implement the flex mode logic after creating the flexplayercontroller and the two ui states bp_flatui and bp_flexui , you can now implement flex mode logic in the foldables_manager open the foldables_manager h and include the necessary c++ header files #pragma once #include "coreminimal h" #include "components/actorcomponent h" #include "engine h" #include "flatui h" #include "flexui h" #include "foldables_helper h" #include "foldables_manager generated h" remove the line below to save a little bit of performance as this component doesn't need to tick public // called every frame virtual void tickcomponent float deltatime, eleveltick ticktype, factorcomponenttickfunction* thistickfunction override; set up the functions needed in foldables_manager the constructor, a function to create the ui widgets the implementation of onlayoutchanged delegate public // sets default values for this component's properties ufoldables_manager ; void createwidgets ; protected // called when the game starts virtual void beginplay override; protected void onlayoutchanged ffoldablelayoutinfo foldablelayoutinfo ; then, set up the variables needed references to the flat and flex ui classes references to the flat and flex ui objects mark the pointers as uproperty to ensure that garbage collection does not delete the objects they point to tsubclassof<uuserwidget> flatuiclass; tsubclassof<uuserwidget> flexuiclass; uproperty class uflatui* flatui; uproperty class uflexui* flexui; finally, define a new private function restoreflatmode , to disable flex mode and return to normal mode private void restoreflatmode ; moving over to foldables_manager cpp, implement the constructor using the constructorhelpers, find the ui classes and set the variables to store these classes also, set the bcanevertick to false to prevent the component from ticking and remove the code block of tickcomponent function // sets default values for this component's properties ufoldables_manager ufoldables_manager { primarycomponenttick bcanevertick = false; static constructorhelpers fclassfinder<uflatui> flatuibpclass text "/game/foldui/bp_flatui" ; static constructorhelpers fclassfinder<uflexui> flexuibpclass text "/game/foldui/bp_flexui" ; if flatuibpclass succeeded { flatuiclass = flatuibpclass class; } if flexuibpclass succeeded { flexuiclass = flexuibpclass class; } } next, set up the beginplay function to link the delegate to the onlayoutchanged function, to initialize the foldables_helper, and to create the widgets ready for use in the first frame // called when the game starts void ufoldables_manager beginplay { super beginplay ; ffoldables_helper onlayoutchanged adduobject this, &ufoldables_manager onlayoutchanged ; ffoldables_helper init ; createwidgets ; } set up the createwidgets function to create the widgets using the ui classes acquired in the constructor add the flatui widget to the viewport, assuming the app opens in normal mode until it receives the foldablelayoutinfo void ufoldables_manager createwidgets { flatui = createwidget<uflatui> aplayercontroller* getowner , flatuiclass, fname text "flatui" ; flexui = createwidget<uflexui> aplayercontroller* getowner , flexuiclass, fname text "flexui" ; flatui->addtoviewport ; } afterward, create the onlayoutchanged function, which will be called via a delegate inside this function, check whether the device’s folded state is half_opened if so, check whether the orientation of the fold is horizontal void ufoldables_manager onlayoutchanged ffoldablelayoutinfo foldablelayoutinfo { //if state is now flex if foldablelayoutinfo state == efoldstate half_opened { if foldablelayoutinfo orientation == efoldorientation horizontal { notefor this third person template, splitting the screen vertically isn’t ideal from a user experience ux point of view for this code lab activity, split the screen only on the horizontal fold top and bottom screen if you want it vertically, you need to use the same principle in the next step but for the x-axis instead of the y-axis you must also ensure that you have a flex ui object for the vertical layout if the device is both on flex mode and horizontal fold, change the viewport to only render on the top screen using the normalized position of the folding feature then in an asynctask on the game thread, disable the flatui and enable the flexui however, if the device is on normal mode, then return to flat ui using restoreflatmode function //horizontal split float foldratio = float foldablelayoutinfo foldbounds y / foldablelayoutinfo currentmetrics w - foldablelayoutinfo currentmetrics y ; gengine->gameviewport->splitscreeninfo[0] playerdata[0] sizex = 1 0f; gengine->gameviewport->splitscreeninfo[0] playerdata[0] sizey = foldratio; asynctask enamedthreads gamethread, [=] { if flatui->isinviewport { flatui->removefromparent ; } if !flexui->isinviewport { flexui->addtoviewport 0 ; } } ; } else { restoreflatmode ; } } else { restoreflatmode ; } } reverse the flex mode implementation logic to create the restoreflatmode function by setting the viewport to fill the screen, then disable the flexui and enable the flatui void ufoldables_manager restoreflatmode { gengine->gameviewport->splitscreeninfo[0] playerdata[0] sizex = 1 0f; gengine->gameviewport->splitscreeninfo[0] playerdata[0] sizey = 1 0f; asynctask enamedthreads gamethread, [=] { if !flatui->isinviewport { flatui->addtoviewport 0 ; } if flexui->isinviewport { flexui->removefromparent ; } } ; } set up a game mode and attach the flexplayercontroller the game mode defines the game rules, scoring, and any game-specific behavior set up the game mode in unreal editor by creating a blueprint class in the content > thirdpersoncpp > blueprints folder pick game mode base as the parent class and rename it as flexgamemode double-click on flexgamemode in the drop-down menu next to player controller class, choose the flexplayercontroller lastly, go to edit > project settings > project > maps & modes and select flexgamemode as the default gamemode build and run the app go to edit > package project > android to build the apk ensure that the android development environment for unreal is already set up to your computer noteif the build failed due to corrupted build tools, consider downgrading the version to 30 or lower using the sdk manager or, simply rename d8 bat to the name of the missing file dx bat in sdk path > build-tools > version number directory and, in lib folder of the same directory, rename d8 jar to dx jar after packaging your android project, run the game app on a foldable galaxy device and see how the ui switches from normal to flex mode if you don’t have any physical device, you can also test it on a remote test lab device tipwatch this tutorial video and know how to easily test your app via remote test lab you're done! congratulations! you have successfully achieved the goal of this code lab now, you can implement flex mode in your unreal engine game app by yourself! if you're having trouble, you may download this file flex mode on unreal complete code 20 16 mb to learn more, visit www developer samsung com/galaxy-z www developer samsung com/galaxy-gamedev
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