WEBVTT

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We need to make our APK, so we need to make our APK to do that.

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We will head over to file in the top left, but before you do, make sure you connect your with an USB

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to your computer with with your mobile, to your computer.

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So basically you need to plug that.

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So I'm gonna take my USB just for a moment, and I'm gonna plug that to my computer and with my phone.

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So just wait a moment.

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And it's connected by now.

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And that's pretty cool.

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And once you connect that up, we are really basically we are ready to make that.

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So let's head over to top left file.

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Then we're going to move over to build profiles.

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And what we're gonna do.

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Firstly make sure you in Android basically uh a check in your build profile tags, uh, Android.

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And it should act.

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Basically, the active logo should be next to this android, and we need to do some settings.

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So we're going to click on this player settings in the top bar.

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And firstly we need to name the company name.

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So name it is something else.

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Don't name it.

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Don't leave it something like default company name it whatever you like.

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So I just name it.

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As you can notice that code, which is my YouTube channel and the product name is basically the game

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name.

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So I just type space.

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You can just make what you can name the game whatever you like.

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And we're gonna leave the version 1.0 and you have to drag an icon over here.

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If you have, then you can just drag it or you can leave it empty as well as well.

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Like we drag it once we meet for our web and once we meet, uh, early for our PC, so I'm not gonna

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explain it again.

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And then what I'm gonna do, I'm gonna move over to my resolution and presentation section.

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And over here, we're going to leave it to full screen window and make sure you scroll down a bit and

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choose this orientation.

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So move over to a default orientation inside this resolution and presentation section.

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So in the bottom you can see default orientation.

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So we're gonna choose auto rotation.

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And we're gonna uncheck this portrait and portrait upside down because this game is landscape mode.

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So that's why we're gonna leave it landscape right.

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And let's landscape leave as checked.

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Because since this is a this game is our landscape mode.

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So that's why.

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And now what we're gonna do we're gonna move over to Splash Image.

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And we already knew this section.

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And if you just a little bit confused, then you can check that out in PCB lecture.

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So I guess the lecture something like 67 I don't know.

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But check that in PC build or PC build.

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So you can just move over to that section and you can check out the lecture in order to understand how

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you can just put your custom logo.

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So I'm not gonna explain it twice.

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So I'm gonna move over to next section which is other settings.

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So let's click on it.

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And we need to do some settings right over here.

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And it's pretty much important to make it for our APK.

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So that's why this section is a little bit important.

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So we're gonna scroll down and over here as you can notice it says package name.

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And we just getting in warning says the package name must follow the convention.

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Firstly you need to type this com.

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Then you need to type dot.

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Then you have to pass the name which is your company or which you name it in the top right over here.

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Uh company name, which is in my case, uh, bad core or basically the studio.

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And you need to type dot and after that, you need to pass the product name.

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So in my case, space or the game name.

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So what we need to do right over here.

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So firstly we need to type this com.

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Then we need to type this dot.

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And over here we need to pass the company name.

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So the company name I pass which is bad code or basically the studio name.

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So make sure you just go to top of your top scroll basically scroll up and check whatever you name it

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company name.

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So in my case, as you can notice, I have named it Bad Code.

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So I'm going to move over to that section.

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So after typing com dot we need to pass the studio name or the company name, which is bad code.

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And after that, what we need to do now, we need to type this dot one more time, and we have to pass

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the product name or basically the game name as we just did over here.

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If I scroll up, as you can notice, which is a space.

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So we're going to pass uh, after typing dot, we're going to pass this space.

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And once you are done you can just leave this version 1.0 and bundle version code one.

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But let's suppose you just making uh the APK second time, then version, you can pass something like

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1.2 or 1.1 or to something like that.

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It's basically up to you, but make sure you just increase by one unit something like 1.1.

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And also make sure you make this bundle version code to something like two.

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If you're making your game second, uh, second time or you just building up the game second time.

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Then put this bundle version code two and this version to something like 1.1.

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So since we're making for the first time.

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So I'm gonna leave it to 1.0 and this bundle version code to one and minimum API level.

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As we can see, we're gonna leave it to 6.6.0 marshmallow, which is API level 23.

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And make sure you target API level choose the highest one.

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So in my case, I'm gonna choose a Android 13.0 13.0.

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Since a Play Store taking API target level, which is 33, I guess you can check out a policy of play

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console and play console or Play Store basically, and check the minimum target API level.

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So make sure you choose the highest one.

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So in my case I'm gonna choose 33.

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But I don't exactly know that how much a play store taking by now, but make sure you choose the highest

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one.

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So I'm gonna go with 13.0.

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Is 13.0 API level 33.

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Choose the highest one.

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Uh, I guess Play Store is taking minimum 33 or 34, I don't know, basically choose the, uh, choose

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the biggest one.

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Sorry, choose the highest one.

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So make sure you just do that.

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And after doing it a script backend, it says, I'll keep.

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We're gonna choose this mono uh, for APK we need to choose this mono or you can leave it to ill to

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cpp.

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CPP basically means uh, C plus C programming language, a language or C++, basically.

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Uh, so we're gonna leave it to mono since we're making the APK.

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So we're gonna choose this mono.

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And let's suppose we're making the a B bundle.

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then we need to choose this IL two, IL two cpp, which is, uh, which is a pretty necessary to, uh,

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to build up your app build.

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And once you, you gonna upload your game on play Store.

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So make sure you need to choose IL two CPP.

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Uh, so since we're making the APK so scripting backend, we're gonna choose, uh, mono.

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And if we're making our AAB uh, file to upload on Play Store, then we need to choose this IL two cpp.

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Basically it's gonna convert our C code to C++.

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So since we're making the APK so we're gonna leave it to mono.

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Let's scroll down.

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So basically this other settings uh, this uh other settings, other settings is pretty much a important

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thing in order to make the APK.

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So make sure you just do the thing as I am doing step by step.

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And we're gonna scroll down and we need to.

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We don't need to do anything right over here by now.

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So we can just move over to Next settings which is publishing settings.

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So we're going to move over to that.

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And we need to pass a key store basically a password type.

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So once you making the build of the APK or ARB 22 and give the password so we can create our password

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to create our password, first we need to click on this key store manager.

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So just click there as you can see key store.

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So we're going to click on this store tab.

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In the top left side we can see Key Store.

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So just click on it and we may we basically creating the password for the first time basically the key

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store.

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So that's why we're going to just move over to this create new and anywhere.

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So we're going to click on this anywhere.

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And we can just make a separate folder for our key store.

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So let's make that.

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And it's going to be fine to keep our project clean and to make our project clean simply.

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So what we're going to do, we're going to right click then New new folder.

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And I'm going to call this folder to something like Keystore.

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So let's call this folder Keystore Keystore.

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And we're going to open that up by double clicking on it.

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And let's click on the save button in the bottom right.

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And now we just created a folder for our keystore.

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And now we need to pass the password.

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So pass A is strong.

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Basically create the password so you can choose any password that you like.

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So for me I'm going to choose something like 12345678.

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But make sure you just keep a strong password.

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So once you're gonna make your game for the next and next time, basically once you're gonna build the

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game or the APK or the AAB file for the next time you need to provide this password and make sure you

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just make the password strong for, uh, for courses.

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I'm just leaving it to leaving it to something one, two, three, four like that.

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Simple.

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So I'm going to pass.

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We need to confirm the password.

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So 12345678.

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And after doing that we need to pass the alias basically a string name you can assume and you can just

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name it whatever you like.

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So I'm gonna say something like that.

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And over here we need to pass the password once again.

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So I'm going to pass 12345678.

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And we need to confirm the password.

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So let's uh put our password 12345678.

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Now it's fine.

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So once we are fine in the bottom, we're gonna be able to notice our at key button just gonna be enabled.

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So just click on this add key and it's going to add that up.

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So let's click on this add key.

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Just wait a moment.

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It's gonna take a few seconds.

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And once we're done we need to choose.

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We need to confirm the password one more time.

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And as an alias you can just choose.

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Basically, you can pass a string, whatever you like.

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It's basically up to you.

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Sorry.

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So it says keystore and key created.

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Key bat, bat created and user.

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Do you want to set them as your project key store and project key?

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Yes, we do one since we created our first time.

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So I'm going to click on this.

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Yes.

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So now it's done.

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And now what we have to do uh we basically need to confirm the password right over here.

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So just wait a moment and you will see.

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So it's automatically pass our alias.

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As you can notice, it says pad and the password over here we can notice.

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And, uh, so just wait a moment.

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And once we done what we can do, we can just build our game.

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So before you build the game, basically the APK check one more time.

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So I'm gonna click on this publishing settings right over here to collapse.

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And make sure you check all of the things one by one.

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So firstly I'm gonna move over to my resolution and presentation.

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Let's check it one more time and it's fine.

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Let's move over to Splash Image.

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And we can click on this preview in order to see that.

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And it seems fine and I don't mind unity logo.

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So I'm gonna uncheck this.

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So unity logo.

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And if we just click on this preview button by now we can see our custom logo.

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And after the custom logo just uh load up, we can see we just move it over to our game scene and we

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can just move over to our other settings.

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Let's check it one more time.

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And this seems pretty much fine.

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So let's move over to our publishing settings.

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And this is also great.

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Uh, so we basically have done the settings.

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Uh, fine.

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So we can simply cut this tab and we can simply cut this build profiles tab as well.

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Or you can just click on this build and run right away.

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But I'm gonna cut it.

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And before we make the game we need to make sure that menu is scene is the default one.

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Basically once we open up our game we just want to load up the menu.

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And inside that menu we do know we have the play button, exit button and the about button.

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So if we click on that play button then we just want to move over to this sample scene or this level

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scene.

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So to check that make sure you just go to top left file then build profiles and you need to click on

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this open scene list.

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So you're gonna be in Android or Windows.

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So just click on this open scene list and make sure all of the scene is right over here.

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Let's suppose any of this is missing.

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So if I just delete that as you can notice nano scene is missing and missing.

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So what we can simply do for that we're going to move over to our project tab assets.

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And we will head over to our assets folder.

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So sorry.

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We will head over to our scenes folder.

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And we can see the scene is over here.

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So we're going to take that and we're gonna drag it into our scene list.

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And we're gonna drag it in the top this scene.

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Because this one, this one should be the default one.

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So that's why.

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And I'm gonna cut this tab now and I'm gonna double click on this menu in order to move over to that

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menu scene.

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So now this seems pretty much cool as you can notice.

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And what we can do now, we can build our APK.

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To do so, let's move over to top left file one more time, then build profiles in the bottom and we

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can just create.

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So make sure you select Android in this Build profile tabs build profile tab in the left side.

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So a and also make sure this Android is active.

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And we can see indeed it's active.

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And you can take a look right over here if you need to do some settings right over here.

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And we can see build a a a bundle so we can skip this.

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Uh, since we are making the APK so we don't need to do something right over here so we can make the

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game right away.

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But before you make the game, make sure you just plug, uh, you plug your phone with an USB to to

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with your computer.

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So make sure you just do that and it's not gonna work at all.

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So we're going to click on this build and run.

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So just wait a moment I need to plug my charger.

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Sorry for the inconvenience.

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And this is fine.

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So now what we can do.

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We can simply click on this build and run in the top right.

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So let's click on it.

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And we're going to create a folder for this APK.

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So let's create a apk build folder.

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So let's right click then new folder.

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And I'm going to call this folder apk apk Pil.

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So let's call that and we're going to open that up by double clicking on it.

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So let's open that up by double clicking on it.

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And we have to name the file name or basically the game.

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So I'm going to call it space as I name it there.

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Uh A, which is product name.

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So after doing that let's click on the save button.

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And as soon as we click on that save button we can see which is getting an error okay.

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And this is pretty much fine.

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Basically what we need to do we need to check uh, our basically we need to check that we need to open

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that.

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We need to enable our developer option.

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So USB debugging is on.

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We need to check that out.

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Okay.

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So this is basically fine.

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And let's build and run one more time.

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And let's click on the save button.

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Yes.

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Preparing built.

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So we get an error.

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Just wait a minute and we need to fix that.

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And we're gonna fix it in the next lecture.
