A sample project demonstrating use of the Android Game Development Kit libraries. AGDKTunnel is derived from the NDK sample Endless Tunnel.
AGDKTunnel uses the following AGDK libraries:
- Android Performance Tuner
- Frame Pacing
- GameActivity
- GameController
- GameTextInput
- Memory Advice
- Oboe
AGDKTunnel can optionally use the following Play libraries:
- Play Games Services for Play identity and cloud save
- Play Asset Delivery (via Play core libraries)
- Input SDK for Google Play Games for PC
Open the `agdktunnel' directory in Android Studio 2021.2 or higher.
AGDKTunnel integrates the Memory Advice library to receive hints when memory usage is becoming critical and risks being terminated by the OS due to low available memory.
Memory consumption is artificially inflated using the MemoryConsumer class, which also displays status information onscreen. This is off by default. The Consume Memory button in the title screen can be used to enable memory consumption.
When active, the Memory Consumer allocates at random intervals blocks of variable sizes and places them into two memory pools, dubbed 'General' and 'Cache'. If the Memory Advice library signals a critical memory situation, the Memory Consumer frees all allocations from the Cache pool. After the first critical memory warning, the Memory Consumer ceases to allocate into the General pool and only allocates into the Cache pool.
When active, the Memory Consumer displays statistics on screen in the UI and Play scenes. The information is formatted as follows:
(status) (crit warning count) (percent available) (General pool size) (Cache pool size)
(status)
OK|WARN|CRIT
Memory State reported by the Memory Advice library
(crit warning count)
The number of times Memory Advice has reported a critical memory shortage
(percent available)
The estimated percentage of available memory reported by Memory Advice, this
is updated every five seconds
(General pool size)
Total allocation size of the General pool in megabytes
(Cache pool size)
Total allocation size of the Cache pool in megabytes
Android Performance Tuner is disabled by default. To enable it, perform the following steps:
- Ensure APT build prerequisites are met
- Add an APT API key
- Enable the APT option in gradle.properties
These steps are described in more detail in the following subsections.
APT needs to run the protoc
compiler to compile the protobuf files. You have
two options for installing protoc
:
- Follow the instructions in
third_party/protobuf-3.0.0/src/README.md
to compile your own protoc. - Download precompiled binaries from the protobuf releases page.
The build scripts expect the following layout in the third_party/protobuf-3.0.0/install
directory:
./linux-x86/bin:
protoc
./linux-x86/lib:
(shared libraries)
./mac/bin:
protoc
./mac/.libs:
(shared libraries)
./win/bin:
protoc.exe
You can ignore subdirectories for OSes you aren't using.
Precompiled versions of the protoc
compiler arenot codesigned or notarized.
You may need to allow execution of the relevant
files using the System Preferences -> Security & Privacy control panel, adjust your
Gatekeeper settings or compile your own protoc.
Python is expected to be available in your PATH
. The protobuf
package is
expected to have been installed via pip
. In some cases, Android Studio may be using an internal
install of Python rather than a system install. If this is the case, you may need to run
pip install protobuf
from the Terminal tab in Android Studio.
The APT functionality requires a valid API key to operate. This is not necessary to run the sample. For information on how to configure an API key for APT, see the Get an API key for the Android Performance Tuner section of the Codelab Integrating Android Performance Tuner into your native Android game.
To enable building the runtime APT assets and use the library at runtime, edit the
gradle.properties
file and change: APTEnabled=false
to APTEnabled=true
. When switching
configurations, it is recommended to sync the gradle file, and run
Build -> Refresh Linked C++ Projects and Build -> Clean Project before rebuilding.
Build variants are used to differentiate between the default (mobile) platform and the PC platform. To build AGDKTunnel to run in Google Play Games for PC follow these steps:
- Go to Build > Select Build Variant and select the
playGamesPC
build variant. - (Optional) Enable Play Games Services to turn-on cloud save on mobile and PC.
- (Optional) Enable Play Asset Delivery API to delivery DXT1 compressed texture assets.
Play Games Services (PGS) is used for sign-in and cloud save. To enable these features, follow these steps:
- Rename the package of AGDK Tunnel to a name of your choosing.
- Create an application on the Google Play Console and follow the steps to set up Play Games Services using your package name.
- Replace the game_services_project_id string value in
app/src/main/res/values/strings.xml
with the id of your project in the Google Play Console.
The Play Asset Delivery (PAD) API with Texture Compression Format Targeting (TCFT) is used to deliver optimal compressed textures (ETC2 by default and DXT1 for Google Play Games for PC). To enable PAD, follow these steps:
- Edit the
gradle.properties
file and change:PADEnabled=false
toPADEnabled=true
. - Download the Play Core API into the project
and copy the
play-core-native-sdk
directory into theapps/libs
directory. - Play Asset Delivery requires building an Android App Bundle instead of an APK. Bundletool will help you to test your Android App Bundle locally, download bundletool by visiting the bundletool releases page and install it in the root of the project.
- Using Android Studio build an App Bundle Build > Build bundle(s)/APK(s) > Build bundle(s)
- Install from the Android App Bundle file to your device using bundletool:
For the mobile variant in debug:
java -jar bundletool-all-1.9.1.jar build-apks
--bundle=app/build/outputs/bundle/mobileDebug/app-mobile-debug.aab
--output=agdktunnel.apks
--local-testing
java -jar bundletool-all-1.9.1.jar install-apks --apks=agdktunnel.apks
For the Google Play Games for PC variant in debug:
java -jar bundletool-all-1.9.1.jar build-apks
--bundle=app/build/outputs/bundle/playGamesPCDebug/app-playGamesPC-debug.aab
--output=agdktunnel.apks
--local-testing
java -jar bundletool-all-1.9.1.jar install-apks --apks=agdktunnel.apks
For more information see the codelab: Using Play Asset Delivery in native games
1.0.4 - Merged Play integrations from AOSP. Play Asset Delivery, Input SDK, PGS sign in.