Android per device optimisation

Hi All!

How do I manage optimisation on android? Can I detect how much memory is available before the game starts? Is there a way to load smaller textures if there is not enough memory on the device? I’ve heard that the quality settings use mip maps not smaller copies of textures - which will not affect memory. Can I have per device builds on google play?

You would have to code support for that. You could e.g. load different textures from resources folder.

Nope.

what a load of crap :(. I’ll have to keep in mind to get textures by load textures from the resource folder, for my future projects… Thank you Agent_007