- #What to know regarding eclipse for java developers apk#
- #What to know regarding eclipse for java developers full size#
- #What to know regarding eclipse for java developers android#
Since we now know our acting width is 1422 we can take our screen width (480) and subtract the width of the screen from the width of our image (1422-480 = 942). We want our background to move left and right to display the entire image over all the pages. You can just use that same scale on all images to get everything to look right. So, that got our width of the overall image. So, to get the properly scaled width, we multiply the starting width by the percentage. That's 800/1080 which means the screen height is roughly 74% of the image's height. The height of the screen, and the width and height of the image (for example our screen is 800x480, and the image is 1920x1080) So, we can take our height values to get the percentage that the screen height is compared to the image. We have 3 values that we need to determine the wanted width. To do that we can do a simple cross multiplication system. Let's say we want to make an image like mine was, where we want to make it scale so that it's always filling the height of the screen.
#What to know regarding eclipse for java developers android#
After installing it in your Android device, it will decompress/expand and it will use 17mb+- of space or more depending on the size of your assets (images,scripts, etc).
#What to know regarding eclipse for java developers apk#
When you compile your live wallpaper into a APK file you should still have 7/8mb APK file because it's compressed (this will be the size that the users will download from Google Play Store). Add that to your assets, plus the DLL libraries (Assembly-CSharp.dll, mscorlib.dll and UnityEngine.dll) and you will get a live wallpaper with 15/16 MB +- (just in libraries !!!)
#What to know regarding eclipse for java developers full size#
This doesn't happen with Unity 3.5 and 4.0/4.01 and we need to use the full size libraries of Unity and they are HUGE (12mb just in. This happens because the libraries (libmono.so and libunity.so) on that specific version of Unity were prepared to work "as livewallpapers" and we could use their proxy libs to reduce the APK filesize. Regarding the second question(more difficult to explain): if you use Unity 3.4.2 with my plugin, you will have the exact same filesize as any other plugin (6mb+-). So, my advice to you is : define a minimum number of home screens (let's say 3), then ask the user how many home screens does he have (do this inside the settings menu) and then change the SetCamOffset method accordingly. I didn't found any solution that detects the exact number of screens in devices that can't use the onOffsetsChanged method SetCamOffset ("0.25")).įrom what I have read, the real problem is that you need to know how many home screens does each Android device has. Now, as an example I only added simulated swipe for 3 screens (check "SetSimulateCamOffset" inside HomeSwitch.cs file) but you can change this by creating intermediate offset camera values (ex. You only know if the user swipes left or right and nothing more and you don't know on which home screen the user is.
However, if you are using the simulated swipe no values are passed from Android to Unity. Regarding your first question, if you use normal swipe everything works even if you have 7 home screens because Android passes values from 0 to 1 using the onOffsetsChanged method. Let me see if I can explain this correctly. Both answers are quite difficult to explain.