• Learn
    • Code Lab
    • Foldables and Large Screens
    • One UI Beta
    • Samsung Developers Podcasts
  • Develop
    • Mobile/Wearable
    • Galaxy GameDev
    • Galaxy Themes
    • Galaxy Watch
    • Health
    • Samsung Blockchain
    • Samsung DeX
    • Samsung IAP
    • Samsung Internet
    • Samsung Pay
    • Samsung Wallet
    • View All
      • Galaxy AR Emoji
      • Galaxy Accessory
      • Galaxy Edge
      • Galaxy Z
      • Galaxy Performance
      • Galaxy FM Radio
      • Galaxy S Pen Remote
      • Galaxy Sensor Extension
      • PENUP
      • Samsung Automation
      • Samsung Neural
      • Samsung TEEGRIS
      • Samsung eSE SDK
      • Galaxy Watch for Tizen
      • Watch Face Studio
      • One UI Watch for Tizen
      • Galaxy Watch Studio Converter
      • Samsung IAP for Galaxy Watch (Tizen)
    • Visual Display
    • Smart TV
    • Smart Hospitality Display
    • Smart Signage
    • Digital Appliance
    • Family Hub
    • Platform
    • Bixby
    • Knox
    • SmartThings
    • Tizen.NET
  • Design
    • Design System
    • One UI
    • One UI Watch
    • Smart TV
  • Distribute
    • Galaxy Store
    • TV Seller Office
    • Galaxy Store Games
    • Samsung Podcasts
  • Support
    • Developer Support
    • Remote Test Lab
    • Issues and Bugs Channel
    • Samsung Android USB Driver
    • Galaxy Emulator Skin
  • Connect
    • Blog
    • News
    • Forums
    • Events
    • Samsung Developer Conference
    • SDC23
    • SDC22
    • SDC21
    • SDC19 and Previous Events
  • Sign In
Top Global Search Form
Recommendation
  • Blog
  • Code Lab
  • Foldable and Large Screen Optimization
  • Forums
  • Galaxy Emulator Skin
  • Galaxy GameDev
  • Health
  • Remote Test Lab
  • Samsung Developer Conference
  • SDC22
  • Watch Face Studio
All Search Form
Recommendation
    Suggestion
      All Search Form
      Filter
      Filter
      Filter
      • ALL (55)
      • DOCS
      • SDK
      • API REFERENCE
      • CODE LAB
      • BLOG
      • NEWS/EVENTS
      • OTHERS
        api reference code lab blog news/events
      1. featured

      blog

      Samsung Developers Top 10 Moments of 2021

      another 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!

      https://developer.samsung.com/sdp/blog/en-us/2021/12/16/samsung-developers-top-10-moments-of-2021
      1. Learn
      2. Code Lab

      web

      Code Lab | Samsung Developers

      code 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 sdc23 smartthings matter: create a virtual device and make an open source contribution 25 mins start sdc23 smartthings matter: build a matter iot app with smartthings home api 25 mins start sdc23 smartthings develop a smartthings find-compatible device 30 mins start sdc23 galaxy z develop a widget for flex window 25 mins start sdc23 samsung wallet integrate 'add to samsung wallet' button into partner services 30 mins start sdc23 samsung pay samsung wallet integrate in-app payment into merchant apps using samsung pay sdk 30 mins start sdc23 gamedev optimize game performance with adaptive performance in unity 30 mins start sdc23 gamedev galaxy z implement flex mode into a unity game 30 mins start sdc23 watch face studio customize styles of a watch face with watch face studio 30 mins start sdc23 watch face studio galaxy z customize flex window using good lock plugin on watch face studio 20 mins start sdc23 health measure skin temperature on galaxy watch with samsung privileged health sdk 20 mins start sdc23 health transfer heart rate data from galaxy watch to a mobile device with samsung privileged health sdk 30 mins start sdc23 health create a health research app using samsung health stack 30 mins start watch face studio design a watch face using mask and moon phase tags 30 mins start sdc22 bixby smartthings control a smart bulb 30 mins start sdc22 watch face studio apply conditional lines on watch faces 20 mins start sdc22 health measure blood oxygen level on galaxy watch 30 mins start sdc22 health measure blood oxygen level and heart rate on galaxy watch 40 mins start sdc22 galaxy z implement multi-window picture-in-picture on a video player 20 mins start sdc22 samsung blockchain transfer erc20 token with blockchain app 45 mins start sdc22 galaxy ar emoji gamedev use ar emoji on games and 3d apps 60 mins start sdc22 gamedev galaxy z implement flex mode on an unreal engine game 120 mins start sdc22 smartthings integrate iot devices into the smartthings ecosystem 45 mins start health create a daily step counter on galaxy watch 40 mins start health track deadlift exercise on galaxy watch 40 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 galaxy s pen remote implement keyevent.callback by mapping air actions 30 mins start galaxy s pen remote handle s pen's raw data 30 mins start samsung blockchain develop a secure blockchain app 40 mins start samsung blockchain develop a blockchain shopping app 40 mins start samsung dex open a new desktop world on pc 60 mins start

      https://developer.samsung.com/codelab/
      1. Learn
      2. Code Lab

      codelab

      Implement Flex Mode on an Unreal Engine Game

      implement 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

      https://developer.samsung.com/codelab/gamedev/flex-mode-unreal.html
      1. Distribute
      2. Galaxy Store

      doc

      Hashtags

      samsung developer hashtags when you publish your post in social media, include one or two of the applicable samsung hashtags listed in the tables below. hashtags for games published in galaxy store samsung games android hardware #samsunggalaxy#samsungmobile#samsung#samsunggamelauncher #gamedev#gaming#gamer#mobilegaming #mobilegamer#indiegame#indiegamedev#indiegaming#gamerlife #androidgaming#androidgamer #galaxyzflip5#galaxyzseries#galaxys23#galaxybuds2#galaxybuds2pro hashtags for galaxy themes samsung design themes hardware #samsunggalaxy#samsungmobile#samsung #design#designer#android#androidui#themes#ui #androidtheme#samsungtheme#samsungthemes#galaxytheme#galaxythemes#themestore#samsungthemestore #galaxyzflip5#galaxyzseries#galaxys23 hashtags for galaxy watch samsung wearable watch face hardware #samsunggalaxy#samsunggear#samsungwatch#samsung #smartwatch#wearable#clockface#dialface#wearabletech#watch#galaxyapps#watchaddict#watchnerd#watchgeek #watchfacestudio#galaxywatchfortizen#watchface#watchfaces#watchfaceoftheday#galaxywatchstudiofortizen#watchfacedesign#galaxywatchdevelopers #galaxywatch6#galaxywatch

      https://developer.samsung.com/galaxy-store/social-promotion/hashtags.html
      1. Develop
      2. GameDev

      doc

      Introduction

      adaptive performance v1.0adaptive performance v1.0 v2.0adaptive performance v2.0 introduction adaptive performance provides that way to manage both the thermals and performance of a game on a mobile device. samsung has partnered with unity, to provide this solution. why is managing both the thermals and performance important on a device? the answer is that today’s mobile devices have more resources than in the past, but they are still limited. as resources increased, developers wanted more natural and authentic graphics. so the game needs more resources, which naturally leads to an increase in temperature. but in this situation, the problem is that there is no information about those resources. and that means that developers couldn’t recognize the reason for performance drops. to avoid this situation, developers not only optimize the entire game, but also use settings to control various graphics qualities to target the appropriate performance on each device. but if a developer could know sufficient hardware information before the device faces a performance drop, then they can easily and effectively manage the performance of the device. samsung provides hints that can easily read the temperature and state of the device through the gamesdk, then unity processes that information and provides a way to manage thermal and performance through adaptive performance. this graph shows how adaptive performance helps sustain a high frame rate in the mega city unity demo running on the samsung galaxy s10. the blue line shows a much more stable frame rate with adaptive performance while the red line shows the behaviour before adaptive performance was added. as you can see from this result, adaptive performance makes much more stable frame rate, and it can improve the user experience. how to use adaptive performance is a package for unity engine. to use it, follow the instructions below. unity editor → window → package manager → choose package : all → install adaptive performance & adaptive performance samsung android actually that is all that is required to use adaptive performance, you don't need any setting for this. but if you need more detailed information, look at the links below. adaptive performance release note adaptive performance preview! install and user guide (korean) a deep look inside games : gamesdk and adaptive performance (english) unity blog (korean) unity blog (english) supported devices with the first launch of adaptive performance, we supported devices after galaxy s10 running android pie. after launch we have added support for all old and new samsung galaxy models with android 10. also we provide below support devices list. series models galaxy s galaxy s10e / s10 / s10+galaxy s10 lite galaxy s20 / s20+ / s20 ultra galaxy s20 lite galaxy note galaxy note9 galaxy note10 / note10+ galaxy note10 litegalaxy note20 / note20 ultra galaxy z galaxy z fold2 galaxy a galaxy a10sgalaxy a11 galaxy a21s galaxy a31 galaxy a41 galaxy a50s galaxy a51 galaxy a51 5g galaxy a71 galaxy a71 5g galaxy a80 galaxy a8 2018 galaxy a9 2018 galaxy a9 2018 galaxy a90 5g galaxy xcover galaxy xcover 4s galaxy xcover pro galaxy m galaxy m11 galaxy m30s galaxy m31s galaxy tab galaxy tab s6galaxy tab s7 galaxy tab s7+ support status for each model could be different by the selling area and the os version of the device.

      https://developer.samsung.com/galaxy-gamedev/adaptive-performance.html
      1. Develop
      2. GameDev

      doc

      Introduction

      gpuwatch introduction gpuwatch is a tool for observing gpu activity in your application. gpuwatch is made for developers who use samsung devices to get gpu related information with the least effort. detailed information is overlaid onto the screen in real-time. and it is very simple to enable -no pc required. in the mobile world, the key to a great user experience is performance with efficiency. efficient applications have low power requirements which both improves battery life and keeps the device temperature in a comfortable range. developers aim to achieve not only higher performance but also better efficiency through optimization. to reach these goals it is necessary to measure the current status which is the job of a profiling tool, like gpu watch. gpuwatch gives information about gpu work, resource allocation, processor status and more so that developers can get clues about bottlenecks and the best way to fix them. then they can finally get the desired performance. also they can evaluate the application in many different environments. you can utilize gpuwatch in lots of different ways. it’s up to you what you will do using this prompt and convenient tool. how to use you can easily turn on the gpuwatch overlay for profiling your application: settings ⇒ developer options ⇒ gpuwatch on launch the app to measure for further information about functionalities, refer to the userguide page of each version. supported devices device android pgpuwatch v1.0 android qgpuwatch v1.5 android rgpuwatch v2.0 } galaxy s9 series △* ✓ ✓ galaxy s10 series ✓ ✓ ✓ galaxy s20 series ✓ ✓ galaxy note9 series △* ✓ ✓ galaxy note10 series ✓ ✓ ✓ galaxy note20 series ✓ ✓ galaxy fold ✓ ✓ ✓ galaxy z flip ✓ ✓ galaxy z fold2 ✓ ✓ other samsung mobile phones ✓ ※ only devices launched in europe and korea

      https://developer.samsung.com/galaxy-gamedev/gpuwatch.html

      web

      Foldables and Large Screens | Samsung Developers

      foldables and large screens new opportunities in the mobile experience design guidelines design guidelines boost your apps’ value withfoldable & large screen optimization your galaxy becomes simpler, more convenient and better optimized with one ui. one ui provides meaningful innovations and improves your everyday life, ensuring that you adapt in the ever-changing world. also, one ui continues to evolve to bring your joyful experiences to life. rich ui optimized for large screens! foldable devices can provide richer experiences than phones. learn how to optimize your app's ui for large screen devices in our newly updated one ui guide. read more all tags all tags sdc22 galaxy z implement multi-window picture-in-picture on a video player learn how to implement multi-window picture-in-picture (pip) feature on a video player app for a seamless viewing experience on foldable devices. 20 mins start sdc22 gamedev galaxy z implement flex mode on an unreal engine game learn how to implement flex mode on an unreal engine game using android jetpack windowmanager and raw java native interface (jni). 120 mins start sdc22 gamedev galaxy z implement flex mode on a unity game learn how to implement flex mode on a unity game using android jetpack windowmanager and unity's java native interface (jni) wrapper. 90 mins start sdc22 samsung internet galaxy z develop a camera web app on foldables learn how to develop a camera web application that detects partially folded posture and adjusts its layout accordingly to improve user's experience on samsung foldable devices. 30 mins start galaxy z implement app continuity and optimize large screen ui of a gallery app learn how to apply app continuity and large screen optimization on a gallery app for seamless experience on foldable devices. 40 mins start galaxy z configure an app to enable drag and drop in multi-window learn how to implement drag & drop on a note-taking app when in multi-window mode. 30 mins start galaxy z implement flex mode on a video player learn how to implement flex mode on a video player app using android jetpack window manager. 30 mins start if you don’t have any galaxy z devices try remote test lab! remote control test lab provides a foldable device for testing app even when you don’t onw one. check out the video tutorial on the remote test lab to max out your knowledge! video thumbanil blogs go to blog search this wide range of blog articles for tips and valuable know-how in developing apps related to foldable & large screen optimization. galaxy z tech docs get detailed info on the galaxy z (foldable) in the following tech documents. overview the new form factor is not the only thing notable in foldable phones. it opens new opportunities in the mobile experience. app continuity app continuity refers to the capability of an app to seamlessly restore the user state when it receives a configuration change. multi-window the ability to have multiple windows open simultaneously benefits from larger screen real estate. flex mode when your phon is partially folded, it will go into flex mode. apps will reorient to fit the screen, letting you sending messages. ux and ui considerations by considering new layouts and navigation patterns, app developers can explore opportunities to build greater experence. testing the how your app reacts to optimized ui layout, app continuity, multi-active window and flex mode. community forums & tech support ask question and find answers at forums. if you need development support, submit a support request. developer forum tech support our partners meet samsung’s partners already making use of ui optimized for large screens.

      https://developer.samsung.com/foldables-and-largescreens
      1. Develop
      2. GameDev

      doc

      v2.0

      gpuwatch 2.0 userguide what's new on gpuwatch 2.0? we focused on making gpuwatch more user-friendly in 2.0. we improved in 3 aspects. better readability better conveniency more information now you can use a more useful gpuwatch at any galaxy device with androidl r os. appearance of overlay widgets is more readable through thick graph line and text, noticeable legend area. of course, you can manipulate these details of widgets. also, metrics on different categories are able to be combined into one widget as custom widget, so that you can get hints of relation between two metrics. gpuwatch v2.0 measures for the context of application on the top automatically. you don't need to choose a specific application to measure or rendering api for it anymore. gpuwatch v2.0 makes manipulation easier through supplying a shortcut on the notification panel. supported devices device android pgpuwatch v1.0 android qgpuwatch v1.5 android rgpuwatch v2.0 galaxy s9 series △* ✓ ✓ galaxy s10 series ✓ ✓ ✓ galaxy s20 series ✓ ✓ galaxy note9 series △* ✓ ✓ galaxy note10 series ✓ ✓ ✓ galaxy note20 series ✓ ✓ galaxy fold ✓ ✓ ✓ galaxy z flip ✓ ✓ galaxy z fold2 ✓ ✓ other samsung mobile phones ✓ ※ only devices launched in europe and korea how to use you can easily turn on the gpuwatch overlay for profiling your application: settings ⇒ developer options ⇒ gpuwatch on launch the app to measure general settings you can change the common settings of gpuwatch with the general settings menu. item description update interval each metric of widgets is calculated from values measured over a time period which are set in update interval setting. background color choose a background color for widgets. background transparency set up the desired transparency level for widgets. graph grid show / hide grid in graph widgets. margins enable / disable margins between widgets. notification manipulations for quick user interaction with gpuwatch and for additional configuration of widgets, gpuwatch offers several buttons in the notification panel. item description off disable gpuwatch. equivalent to disabling gpuwatch from developer options of settings. hide / show widgets hide/show all widgets without disabling the gpuwatch. lock / unlock widgets unlock for the user to move widgets around the screen by drag action and move them to the required positions.lock the position of widgets. select context select egl_context or vkdevice for profiling if application has several. settings open gpuwatch settings. widget manipulations widgets are the key component of gpuwatch. gpuwatch shows measured values through widgets. when you add preset widgets that have metrics you want to measure, gpuwatch starts to measure the metrics for an application at the top. also you can add/move/delete widgets freely where you want. you can also use a special type widget : ‘custom widget’. it’s a combination of preset widget items. with this, you can have insight of relation between several metrics. preset widget category gpuwatch has categorized preset widgets. each category is shown in a maximum 2 types of widget: graph, text. but some categories such as contextinfo are shown only 1 type of widget. category graph widget text widget details fps(surface) fps drawn by surfaceflinger. (a service used to composite surfaces to the display)-curr avg : averaged fps between two measurements during update interval. load load of processor. 0% means idle, 100% means fully loaded.-cpu: cpu load of all cores.-gpu: gpu load. contextinformation none some useful context information.-api:rendering api the application is using. the value formed by " graphics_api #context_number"(pid:process id, graphics_api:can be opengl,vulkan,glov_gl or glov_vk)-res: surface resolution.-drivertype: graphic driver loaded for the application. the value can be system driver or game driver. how to add widgets when you add widgets, measure starts. you can add widgets from presets or mix preset items to one widget using customwidget. how to add preset widgets push add widgets button. select 'widgets from presets' button. choose widgets from the 'graph' or 'text' widget type. push 'ok'. how to add custom widgets push add widgets button. select 'custom widget'. choose metrics to combine into a custom widget from 'graph' or 'text' widget type.note: only metrics could be selected of the same type. the maximal number of the metrics in custom graph widget can't exceed 3. this is taken into account when configuring only custom graph widget not custom text widget. how to change widget position by unlocking widgets using the notification panel button, you can move widgets around the screen and finally set the best possible position. when you move widgets, gpuwatch lets you know whether widgets can be set on the position. the red area means the space where moving widget is impossible. green area is where possible. after positioning all widgets to desired, you have to lock widgets not to disturb game play. how to change widget settings you can change configuration for each widget including size, color, values to observe and others. there are 2 ways to access this settings menu. gpuwatch main menu > widget list > touch a widget double touch a widget in unlock mode. working with gpuwatch after setting all the parameters and configuring the necessary widgets, just launch an application to measure.gpuwatch will start working automatically.

      https://developer.samsung.com/galaxy-gamedev/gpuwatch-userguide/gpuwatch_v2.html
      1. events | game, mobile

      blog

      GDC 2022: Conference Highlights

      being the host of the samsung developers podcast, i have had the opportunity to interview many great game developers over the years, but had yet to immerse myself in the gaming community. that was until i attended gdc 2022, the game developers conference held at moscone center in san francisco. gdc is the premiere conference related to the gaming industry. the annual conference brings together game designers, audio producers, programmers, artists, writers, and many more industry professionals from all around the world. networking at the expo as with most conferences, networking was one of the key benefits of being at an in-person conference. walking the expo floor allowed me to chat with so many amazing tech companies to learn about the latest game development tools and services. dolby. connecting with the reps at dolby, we talked about the different ways our team at samsung can help promote dolby atmos, their simulated surround sound technology available on samsung devices, to mobile game developers. wigi. the amazing people at wigi (women in games international) are doing great things. i learned how they are impacting the global games industry to advance economic equality and diversity for women and their allies. sequence. as i explored the expo, i was on the lookout for anything related to web3 and nfts. the team at sequence told me how they are helping game developers build for web3 and the world of nfts in the marketplace/metaverse, and simplifying crypto-transactions for gamers. sessions & sessions, and more sessions the expo floor was a great quick overload of everything game-tech-related, but the sessions allowed for a more comprehensive learning environment on many diverse game development topics. during the five-day conference, i attended over 25 sessions, learning in great detail from many inspirational speakers. sessions covered everything from designing and programming, to business and marketing, and so much more. below are highlights from several of my favorite sessions. free-to-play summit: the f2p game design challenge steve meretzky, abigail rindo, fawzi mesmar, shelby moledina, amanda schuckman free-to-play has dominated the gaming market and has intrigued me because it is a big part of mobile gaming. this session was very insightful as each of the different teams pitched their game ideas, explaining how they would generate revenue within a free-to-play game. the winners of this challenge quickly became audience favorites with their animal sanctuary game concept and real-world connection, giving players the opportunity to donate to their favorite animal foundation. session description: for many years, the game design challenge was one of the most popular sessions at the gdc. now, the advisory board of the free-to-play summit is proud to revive this gdc tradition, with a free-to-play focused version of the challenge. four free-to-play designers will have been given marching orders, and tasked with designing a game around that given problem. all four will present their idea to the summit audience, followed by an audience vote. innovative thinking and lively presentations are in store for all attendees! the theme of this year's challenge is designing for minnows. free-to-play games are almost always tuned to extract most of their revenue from "whales" -- those super-fans of the game who spend the big bucks, while the other 99.9% of the game's players spend little or nothing on it. we've challenged three free-to-play designers to come up with a design for a game that will extract the vast majority of its revenue not from "whales" but from "minnows" ... players who, over their entire lifetime, spend $10 or less. lost words: beyond the page dan gabriel of all the sessions that i attended, this one touched me the most. i wanted to learn more about the importance of narrative within the gameplay but received so much more from this session. dan gabriel’s approach to public speaking felt more like a storyteller than a conference speaker. lost words: beyond the page is not just a game, but a way for people to learn about themselves as they experience the challenges of life. session description: lost words: beyond the page leads the player into a rabbit hole of emotions to emerge, weary but fulfilled, on the other side of grief. attend to see how narrative and gameplay work together to create a deep, emotional bond. how metaphors pull the player deeper into the experience and how psychology shaped a story of a girl, a gran and a fantasy world. 'unpacking': the fun behind the foley jeff van dyck i love sound and everything that comes with the production of capturing sound effects (foley). seeing how this small team (husband, wife, and daughter) took on the challenge of not only creating 14,000 unique sounds, but also integrating all 14,000 sound files into the game and how that created its own set of challenges. session description: "unpacking has 14,000 foley audio files!" was a tweet that went viral in nov 2021. audio director and composer jeff van dyck (alien isolation, total war, ea sports) takes us through the unexpected complexity he and his wife angela encountered while they produced the foley for unpacking. understanding nfts: a sea-change for f2p games jordan blackman this session was exactly what i was hoping for: more insight into the new world of nfts (non-fungible tokens), blockchain, and crypto, and how they can impact f2p (free-to-play) games. as web3 games are developed, we will see more disruption to the current f2p space because these games are powered by the player community and not a single entity. session description: nfts are a consumer-driven phenomenon growing at dizzying speeds. more than merely a new way to offer iap, nft technology is set to disrupt game fundraising, community development, social media marketing, and even the very nature of the consumer/creator relationship. in this session, game designer jordan blackman will show the surprising ways nfts are already changing the game, as well as some predictions of what is to come. 'wordle': doing the opposite of what you're meant to josh wardle i am one who has definitely been swept up in the wordle craze, and getting to hear from the creator of wordle, josh wardle ... yes that is his name, was fascinating. the story of how he created the game was simple. the stories he shared about the simple connections people were making through sharing their daily wordle were absolutely wonderful. session description: wordle went from a personal gift to a global phenomenon in 3 months. this talk explores the decisions that were made throughout its development that run contrary to conventional wisdom around building successful mobile games, from wordle's origins to its seven-figure sale to the new york times. the talk also explores the human elements and considerations of creating, growing, and selling a game, both from the perspective of the developer and the game's audience. gdc vault: stream on-demand even though the conference has concluded, many of the sessions will be available to stream on-demand through the gdc vault. sponsored sessions are available for free, while technical sessions and gdc show content will require a paid subscription. if you are looking for samsung content, be sure to check out the following samsung sessions that were presented at gdc. you can view two of the sessions on youtube and all are available on the gdc vault. game performance optimization with causal models youtube · gdc vault what if your phone's avatar is in the game or metaverse? youtube · gdc vault new gpu, the ultimate reality! gdc vault unfolding your gaming potential with galaxy gamedev gdc vault awards show celebration the high point of the conference definitely was the awards show, presented by both the independent games festival and the game developers choice awards. the evening was full of recognizing not only the amazing winners, but all those nominated and truly how creative, innovative, and engaging the past year in game development has been. you can check out the full awards show below. inscryption the big winner of the evening was inscryption, taking home not only game of the year from game developers choice awards, but also the grand prize award from igf, along with awards for excellence in audio, excellence in design, and excellence in narrative. game description: from the creator of pony island and the hex comes the latest mind melting, self-destructing love letter to video games. inscryption is an inky black card-based odyssey that blends the deckbuilding roguelike, escape-room style puzzles, and psychological horror into a blood-laced smoothie. darker still are the secrets inscrybed upon the cards... unpacking the viral game with over 14,000 sounds somehow turned the painstaking task of unpacking boxes into an experience of peace and tranquility. unpacking won both the game developers choice award for best innovation and for best audio. game description: unpacking is a zen game about the familiar experience of pulling possessions out of boxes and fitting them into a new home. part block-fitting puzzle, part home decoration, you are invited to create a satisfying living space while learning clues about the life you're unpacking. over the course of eight house moves, you are given a chance to experience a sense of intimacy with a character you never see and a story you're never told. papetura the game i am most excited about is papetura, winners of igf’s excellence in visual art award. the mysterious and artistically quirky world is an absolute pleasure for the eyes, playing out in a real-life, stop-motion world. game description: papetura is an atmospheric point & click adventure game, handcrafted entirely out of paper. little creatures pape and tura will face monsters that will try to burn down their beloved paper world. closing these are just a few of the many highlights i experienced during gdc this past year. explore the gdc vault for yourself to experience gdc 2022 and impact the game developer community with whatever your expertise may be. see you at gdc 2023, march 20-24 in san francisco! official conference photos were made available via the gdc flickr account: www.flickr.com/photos/officialgdc. learn more about gaming trends and samsung’s participation at this year’s game developers conference here. be sure to also follow us on @samsung_dev to keep up-to-date on the latest developer news, and keep an eye on our blogs for other helpful resources. you can also sign up for the samsung developer program to take advantage of exclusive benefits and access helpful developer resources.

      Tony Morelan

      https://developer.samsung.com/sdp/blog/en-us/2022/04/13/gdc-2022-conference-highlights
      1. Develop
      2. GameDev

      doc

      v1.0 & v1.5

      gpuwatch 1.0 & 1.5 userguide introduction gpuwatch is a tool for observing gpu activity in your application. gpuwatch is made for developers who use samsung devices to get gpu related information with the least effort. detailed information is overlaid onto the screen in real-time. and it is very simple to enable - no pc required. in the mobile world, the key to a great user experience is performance with efficiency. efficient applications have low power requirements which both improves battery life and keeps the device temperature in a comfortable range. developers aim to achieve not only higher performance but also better efficiency through optimization. to reach these goals it is necessary to measure the current status which is the job of a profiling tool, like gpuwatch. gpuwatch gives information about gpu work, resource allocation, processor status and more so that developers can get clues about bottlenecks and the best ways to fix them. then they can finally get the desired performance. also, they can evaluate the application in many different environments. you can utilize gpuwatch in lots of different ways. it’s up to you what you will do using this easily accessible and informative tool. supported devices device android pgpuwatch v1.0 android qgpuwatch v1.5 galaxy s9 series △* ✓ galaxy s10 series ✓ ✓ galaxy s20 series ✓ galaxy note9 series △* ✓ galaxy note10 series ✓ ✓ galaxy note20 series ✓ galaxy fold ✓ ✓ galaxy z flip ✓ galaxy z fold2 ✓ △only devices launched in europe and korea. how to use you can easily turn on the gpuwatch overlay for your application: setting → developer options → gpuwatch on select the app to profile select rendering api launch the app if nothing is shown, check whether both application name and rendering api are set correctly. functionality each metric is calculated from values measured over 120ms. the icon ★ marks funtionality that is supported from v1.5 onwards. fps metric description cur average fps during recent 120ms med★ median value among all measured fps since launch when we put fpss in line in a ascending order, the value at the center is median. median fps is calculated as a value rounded to one decimal place. how to calculate30 31 38 32 29 35 → 29 30 31 32 35 38 sort → the median is 31.5(average(31,32)) stb★ totalfps to stablefps ratio as a percentagestablefps : medianfps +- medianfps x 0.2 gpu,cpu usage metric description cpu(total usage) cpu working time against total time (working time + idle time) considering load over all cpu cores. cpu★(current usage) cpu time of this process including both user time and kernel time.(this is the default instead of 'cpu total usage' since v1.5) gpu proportion of working cycles against total cycles of gpu. gpu activity frames are captured at a regular time interval. if you want to capture manually, press the volume down key. metric description thumbnail thumbnail of rendered image. scene info frame number since launching and draw time for the frame. renderpass timeline proportion of working cycles against total cycles of gpu. this graph draws a box for each renderpass with a size proportional to the draw time for the renderpass in the current frame. each renderpass is separated with a transparent border. for short renderpasses the index is hidden and the area is shown as a lighter color without border. if many renderpasses exist, graphs are animated with marquee effect.about index (x,y,z) of graph,x means renderpass index (this may not be exactly matched with fbo id.) y means the count of gldrawcall (gldrawarrays, gldrawelements, glclear for gles, vkcmddrawxxx for vulkan) z means count of vertices vertex/fragmentactivity this graph draws the vertex and fragment workload of each renderpass. the y-axis shows the proportion of the vertex or fragment cycles used compared to the total cycles available.the x-axis matches the “renderpass timeline” graph above, which means that the corresponding area of the activity graph with each renderpass of the timeline graph represents the workload of that renderpass. configure layout you can configure layout details including colors and visibility for each widget through the "widget settings" submenu of "gpuwatch". revision history revision date description 1.0 may 2020 initial release

      https://developer.samsung.com/galaxy-gamedev/gpuwatch-userguide/gpuwatch_v1.html
      No Search Results
      No Search results. Try using another keyword.
      • <<
      • <
      • 1
      • 2
      • 3
      • 4
      • 5
      • 6
      • >
      • >>
      Samsung Developers
      Samsung Developers
      Quick Link
      • Android USB Driver
      • Code Lab
      • Galaxy Emulator Skin
      • Foldables and Large Screens
      • One UI Beta
      • Remote Test Lab
      • Samsung Developers Podcast
      Family Site
      • Bixby
      • Knox
      • Samsung Pay
      • SmartThings
      • Tizen
      • Samsung Research
      • SamsungOpen Source
      • Samsung Dev Spain
      • Samsung Dev Brazil
      Legal
      • Terms
      • Privacy
      • Open Source License
      • Cookie Policy
      Social Communications
      • Facebook
      • Instagram
      • Twitter
      • YouTube
      • Buzzsprout
      • Rss
      • Linkedin
      • System Status
      • Site Map
      • System Status
      • Site Map
      • facebook
      • instagram
      • twitter
      • youtube
      • buzzsprout
      • rss
      • linkedin

      Copyright © 2023 SAMSUNG. All rights reserved.