Unity for Android/Intel Atom

Hi,

Is there any news about which version of Unity will support Android / Intel Atom devices?

I read this press news sometime ago and now we have the chances to close a deal with INTEL to port our games to their devices but I don’t know when this option will become available.

Thanks.

I know this is old but having recently acquired a Galaxy Tab 3 only to find that Unity doesn’t support the Atom processor I chose to do a search and read various articles about Unity Supporting the Atom Processor but as yet it doesn’t, so as the OP asks, when will Unity Support the Atom Processor?

Wierd. I haven’t tried building to my Tab 3 directly, but .apk files built from Unity install and run for me. Using Unity 4.2.

Hi guys

I looked around the forum to find information about Unity APK’s (target ARMv7) running on Intel driven Android devices. Most threads are short and don’t offer a clear answer if the behaviour of the APK’s is always the same on the Intel powered devices. This thread is the most recent as far as I can tell, so I hope I can get some answers here.

I would want to know if a binary translator (like libhoudini) is reliable. Does it always work, does it always fail or is it unreliable and you just need to be lucky your App will run?

Based on the small amount of information I can find online about Unity and Intel driven Android devices, it seems to me there could be 2 scenarios:

  1. most apks just work because a binary translator is handeling it
  2. the Intel driven Android devices are not widespread enough yet to be important for Unity devs around the world

Does anyone know if one of the scenarios is the right one or is there another reason why there is little to no information?

Anyone happen to know about software that could convert an APK from ARM to x86 (if it would exist)? As Unity creates the APK for us, we can’t really incorporate the x86 libs from Android. It could have been done if building an apk would create a project file for Eclipse (similar to how Windows Store Apps are published from Unity).

Sincerely,
Omnivision Studios

  1. True. Nobody would buy e.g. Samsungs Galaxy Tab 3 10.1 if most of the games wouldn’t work with it.

I can’t speak about all of the behind the scenes tech going on. I can say that the Android .APK files I build, upload to Testflight and then install on my Samsung Galaxy Tab 3 do work fine. I guess it emulates ARM7 or something, not sure. I do know standard .APK files will run, unless you’re using some plugin that won’t translate over or something.

Thanks for the replies guys.

I have some log files from an Intel based Android device. Maybe this might give some insight to people who are familiar with the Intel driven Android devices.
Search for Unity, HalliGalli and HalliKlack to find the traces of our games. I have included more than these traces as it might be another process which is messing with the apps.

http://pastebin.com/pTjbFYc1
http://pastebin.com/t4tn9ERh

Our games seem to crash when you try to run them the first time. The second time, they run normally. Someone told us this also happens with Subway Surfers, which is also build in Unity.

Sincerely,
Omnivision Studios

I have gotten the confirmation of an Intel insider that our games don’t crash anymore while running on the latest Android 4.4.2 build running on Baytrail. Chances are running an apk on an Intel driven Android device should be possible without any problems from the mentioned version onward.

Good news. I wish we had the option to simply build directly out of Unity to these devices.

You can set the Unity to build a project instead of APK by ticking the ‘Google Android Project’ tickbox in the Build Settings of Unity. Then import that in Eclipse and you’re ready to go. I’m in the process of extending the Android side of Unity for our game and just did that yesterday.

My phone Motorola RAZR i (XT890) is Intel Atom -based and my primary testing device, so I’m also interested in building an x86 version of our game. It’s pretty low priority task atm but I’ll keep looking into it whenever I have the time. Thus has anyone here made any progress on this? :slight_smile:

Hi,
I just got a http://www.asus.com/Tablets/ASUS_MeMO_Pad_7_ME176C/ which is intel as well.
It runs Android 4.4.2
fyi Android on x86: A quick look at Asus’ Memo Pad ME176C tablet

Just discovered Build and Run does not work due to ARM7 being the only device filter.
I tried just copying the apk to the device and installing directly but it won’t install at all.

Is Unity going to properly support intel Atom based androids (and others) soon or ?
Unite 12: Titles published through Union to be released on Atom powered smartphones and tablets implies that Unity deploys to Atom devices but you have to go through Union to do it.
This is back in 2012 and now it’s almost 2015 and Unity still doesn’t support non Arm Androids, which is a huge sub market?

This will be another factor in my decision to upgrade (or Not) my pro license to V5 now I guess.

:frowning:

Just saw this in the news today!

Yeah, it was also posted on So does Unity support x86 Android or not? - Industries - News & General Discussion - Unity Discussions
https://software.intel.com/en-us/articles

Good news!

FYI seems to be a bug with audio record/playback on ATOM devices atm
http://fogbugz.unity3d.com/default.asp?627535_7kg8q5jr4aimsrl1

Hi, tested Android x86 thanks to Intel people at Unite Australia 2014 a week ago. A quick compile of the Unite “Nightmares” project went smooth and Intel Android on device eg. Nabi Dreamtab HD8 Intel Z3745 seems good.

As of Unity 4.6 Beta 20 there is no Android x86 build support yet, it will be there soon I reckon.

Unity for Android ARM apps should work on Android Intel out-of-the-box, not too serious a performance penalty for latest devices eg. Bay Trail based.

It does look like Intel is back in the game and in the next few years we’ll probably see 50%-50% Intel and ARM.

Unity 4.6 RC1 have this option =)

Glad the Dreamtab is working out for you. You’re correct also that an APK compiled with ARM libs will just run on any Intel powered device. We’ve got a binary translation technology that is pretty efficient allowing everyone’s Android Apps to “just work”. Of course the benefit a native x86 compile like you’ll see in Unity 4.6RC1 is better performance or if you frame-rate cap, some power savings.

If you have any feedback on the device or in general, feel free to reach out!

~Mitch

Just to follow up here - you can build direct to a Samsung Tab 3 from Unity now (at least the 4.6f3 build) - and I’m assuming other Atom devices too. The performance is significantly better too.

Hi Mitch, cheers. No worries, will optimise my game for ARM and x86 :slight_smile:

Cheers, latest 4.6 RCs have Intel support, I aim to test it soon.