![]() ![]() See in Glossary, Audio Compression, Build Compression. Animation compression is a trade off between saving on memory and image quality. ![]() See Texture Compression, Animation Compression The method of compressing animation data to significantly reduce file sizes without causing a noticable reduction in motion quality. The Unity Android build system supports the following texture compression A method of storing data that reduces the amount of storage space it requires. To build the app, click Build And Run to create and run your build on the platform you have specified. See in Glossary button to create your build. When you have specified your build settings, click the Build The process of compiling your Project into a format that is ready to run on a specific platform or platforms. To set Android as your default build platform, click the Switch Platform button. To configure and build apps for Android, access the Build Settings window, select File > Build Setting. For more information on this feature, see Multiple APK support on the Android Developer website. You can upload this set of APKs (and OBBs, if enabled) to the Google Play, or other, store instead of a FAT APK in which all of the selected architectures are included into a single APK. The Split APKs by target architecture option produces one set of APKs and OBBs for each device architecture selected in the Target Architecture list in the Player Settings. To optimize for download and installation size, enable the Split APKs by target architecture option in Player Settings A settings manager that lets you set various player-specific options for the final game built by Unity. For more information on OBB files, see OBB Support. The output package includes an APK, and an APK expansion file (OBB) if the Split Application Binary option is selected in the Unity Editor’s Player Settings window. Build settings - Allows you to configure build system parameters and build the app.For more information on Player Settings, see Android Player Settings. Player Settings - Allows you to configure runtime settings for the app.Most of this you get for free if you put all the startup or initialization logic for tests in the constructor of the TestScope class.There are two locations to configure settings that affect how your app is built: This applies to any dependency whether is it a mock or substitute, a file, a directory, or a database. In short your test should have a unique instance or clean copy of whatever it depends on to make sure it can truly run in parallel. If your test depends on Azure blob storage or the Azure Storage Emulator, each test should have its unique container, subfolder, table, or queue.If your test depends on an in-memory ASP.net core server, each test should have a unique instance.If your test depends on a database (in-memory, local, or remote), each test should have a unique and clean copy of that database.Here are a few examples of things you have to keep in mind: The main problem with running tests in parallel is that you have to make sure no single test can influence the outcome of any other tests. If you use the Visual Studio Test task, you can do this by enabling the followin option: When you run a CI build in Azure DevOps you have to configure the build task that runs the tests to run them in parallel. Maximizing parallel execution with Azure DevOps You can do this by enabling the following option: ![]() However, if you want multiple test assemblies to run in parallel you have to configure the Visual Studio test runner to do that. NUnit takes care of running tests in parallel that are in the same assembly. Maximizing parallel execution with Visual Studio ![]()
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