https://www.technologywindow.com/edit-android-applications-using-apktool/
Step 01 - Install frameworkd for apk file
apktool if appname.apk
Step 02 - Decompile apk file
apktool d appname.apk
Step 03 - Fixed androidmanifest.xml file if needed
Step 04 - Build apk file from the folder and your new apk file is at appname/dist folder
apktool b appname
Step 05 - Sign apk file with keystore
jarsigner -verbose -sigalg SHA1withRSA -digestalg SHA1 -keystore MREEnglish.keystore mre_english.apk mre-english
Step 06 - Align apk file to be able to upload to playstore again
cd C:\Program Files (x86)\Android\android-sdk\build-tools\28.0.3\
zipalign -f -v 4 mre_english_64bit-signed.apk "D:\mre_english_64bit-signed-aligned.apk"
UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer. Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap. Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls. Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen. Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts. When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions: Change parent to non-UI parent, as UI Camera will no longer detect it Change layer of panel so UI Camera will no longer detect it Disable gameobject when off-screen ScrollRect performance tuning S
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