Jun 24

Support Ended for Eclipse Android Developer Tools

By Jamal Eason, Product
Manager, Android

With the release of Android
Studio 2.2, the time has now come to say goodbye to the Eclipse Android
Developer Tools. We have formally ended their support and development. There’s
never been a better time to switch to Android Studio and experience the
improvements we’ve made to the Android development workflow.

Android Studio

Android Studio,
the official IDE for Android, features powerful code editing with advanced
code-completion and refactoring. It includes robust static analysis,
bringing the intelligence of the Android engineering team to you to help you
easily apply Android coding best practices, and includes simultaneous debugging
in both Java and C++ to help fix any bugs that slip through. When you combine
this with performance tooling, a fast, flexible build system, code templates,
GitHub integration, and its high-performance, feature-rich emulator, you get a
deeply Android-tailored development environment for the many form factors of the
OS. It’s the development environment used by 92% of the top 125 Google Play
apps and games, and we’re constantly innovating it to handle every Android
development need.

What’s New in Android Studio 2.2

Studio 2.2 builds on the great features from Android Studio 2.0. There are
over twenty new features that improve development whether you are designing,
iterating, or testing. Notable changes include:

  • Instant Run
    - The super-fast iteration engine now is both more reliable and
    available for more types of changes

  • Layout
    - The new user interface designer that makes it easier than
    ever to create beautiful app experiences

  • Constraint
    – A new flexible layout engine for building dynamic user
    interfaces – designed to work with the new layout editor

  • C++
    - CMake and ndk-build are now supported alongside improved
    editing and debug experiences

  • APK
    - Inspects APKs to help you streamline your APK and debug

  • GPU
    Debugger (beta)
    - Captures a stream of OpenGL ES commands and
    replays them with GPU state inspection

  • Espresso
    Test Recorder (beta)
    - Records interactions with your app and
    outputs UI test code

Top Developers Love Android Studio

For our ADT Fans

All of your favorite ADT tools are now part of Android Studio, including DDMS,
Trace Viewer, Network Monitor, and CPU Monitor. We’ve also improved Android
Studio’s accessibility,
including keyboard navigation enhancements and screen reader support.

We announced
that we were ending development and official support for the Android Developer
Tools (ADT) in Eclipse at the end of 2015, including the Eclipse ADT plugin and
Android Ant build system. With the latest updates to Studio, we’ve completed
the transition.

Migrating to Android Studio

To get started, download and install
Android Studio. For most developers, including those with C/C++ projects,
migration is as simple as importing your existing Eclipse ADT projects in
Android Studio with the File > New > Import Project menu
option. For more details on the migration process, check out the migration

Feedback and Open Source Contributions

We’re dedicated to making Android Studio the best possible integrated
development environment for building Android apps, so if there are missing
features or other challenges preventing you from switching to Android Studio, we want to hear about it [survey] ! You can also file bugs or feature requests
directly with the team, and let us know via our Twitter or Google+ accounts.

Android Studio is an open source
project, available to all at no cost. Check out our Open Source project page if
you’re interested in contributing or learning more.

Android Developers Blog

May 23

NirLauncher v1.18.43 – Usefull Tools for Windows

NirLauncher a collection of more than 150 software and free portable Windows that have been developed over several years by NirSoft website.This software has over a hundred different programs and applications for Windows that play different passwords Abbey, view and browser cache management, tools for working with network systems and hard disk management programs and playback of audio files Video and tools to Desktop and Windows Search, etc., none of which requires no installation and can be used as a portable USB memory.

Screen Shot :

A key feature of the software NirLauncher: 

- Or Mac using the USB flash drive without having to install 

- Free use of all software included in this package 

- New tools for playing Abby password 

- Tool for monitoring network 

- Save settings to file any application. Cfg if implemented in Flash Memory 

- Ability to add software packages to main package 

- View and extract cookies, cache and other information stored by your Web browser 

- Search for files in the system 

- Compatible with different versions of Windows

Download : Click Here 

Password : www.p30download.com

Cracked Software

May 12

New Cross-Platform Tools for Game Developers

By Ben Frenkel, Google Play Games team

There was a lot of excitement at Google I/O around Google Play Games, and today we’re delighted to share that the following tools are now available:

  • Updated Play Games cross-platform C++ SDK
  • Updated Play Games SDK for iOS
  • New game services alerts in the Developer Console

Here’s a quick look at the cool new stuff for developers.

Updated Play Games C++ SDK

We’ve updated the Google Play Games C++ SDK with more cross-platform support for the new services and experiences we announced at I/O. Learn more»

The new C++ SDK now supports all of the following:

  • Turn-based Multiplayer (TBMP). Learn more»
  • Quests and Events. Learn more»
  • Saved Games. Learn more»

Cocos2D-x, a popular game engine, is an early adopter of the Play Games C++ SDK and is bringing the power of Play Games to their developers. Additionally, the Cocos2D-x team created Wagon War, a prototype game showcasing the capabilities of the Cocos2D-x engine with Play Games C++ SDK integration.

Wagon War is also a powerful reference for developers — it gives you immediately usable code samples to accelerate your C++ implementations. You can browse or download the game sources on the Wagon War page on GitHub.

Updated Play Games iOS SDK

The Play Games iOS SDK is now updated with support for Quests and Saved Games, enabling iOS developers to integrate the latest services and experiences with the Objective-C based tool-chains they are already familiar with. Learn more»

The new Play Games SDK for iOS now supports all of the following:

  • Quests and Events. Learn more»
  • Saved Games. Learn more»
  • Game Profile and related Player XP APIs — the SDK now also provides the UI for Game Profile and access to Player XP data for players.

New types of games services alerts

Last, you can now see new types of games services alerts in the Developer Console to learn about issues that might be affecting your users’ gameplay experiences. For example, if your app implements Game Gifts, you’ll now see an alert when players are unable to send a gift; if your app implements Multiplayer, you’ll now see an alert when players are unable to join a match. Learn more»

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Android Developers Blog

Apr 10

An update on Eclipse Android Developer Tools

Posted by Jamal Eason, Product Manager, Android

Over the past few years, our team has focused on improving the development experience for building Android apps with Android Studio. Since the launch of Android Studio, we have been impressed with the excitement and positive feedback. As the official Android IDE, Android Studio gives you access to a powerful and comprehensive suite of tools to evolve your app across Android platforms, whether it’s on the phone, wrist, car or TV.

To that end and to focus all of our efforts on making Android Studio better and faster, we are ending development and official support for the Android Developer Tools (ADT) in Eclipse at the end of the year. This specifically includes the Eclipse ADT plugin and Android Ant build system.

Time to Migrate

If you have not had the chance to migrate your projects to Android Studio, now is the time. To get started, download Android Studio. For many developers, migration is as simple as importing your existing Eclipse ADT projects in Android Studio with File → New→ Import Project as shown below:

For more details on the migration process, check out the migration guide. Also, to learn more about Android Studio and the underlying build system, check out this overview page.

Next Steps

Over the next few months, we are migrating the rest of the standalone performance tools (e.g. DDMS, Trace Viewer) and building in additional support for the Android NDK into Android Studio.

We are focused on Android Studio so that our team can deliver a great experience on a unified development environment. Android tools inside Eclipse will continue to live on in the open source community via the Eclipse Foundation. Check out the latest Eclipse Andmore project if you are interested in contributing or learning more.

For those of you that are new to Android Studio, we are excited for you to integrate Android Studio into your development workflow. Also, if you want to contribute to Android Studio, you can also check out the project source code. To follow all the updates on Android Studio, join our Google+ community.

Android Developers Blog

Mar 23

Updates to Unity, C++, and iOS tools for Play game services

Posted by Benjamin Frenkel, Product Manager

To further support all you game developers, we’ve updated our popular developer tools to give you a consistent set of game services across platforms for a better, more stable experience, with a particular focus on improvements to the Play game services Unity plugin. In addition, we added support for the Nearby Connections API, launched earlier this year at GDC, to our C++ SDK and Unity plugin.

Let’s take a look a closer look!

Unity plugin feature parity and stability improvements

We’ve added full support for Events and Quests in the Unity plugin. If you’re a Unity developer, you can now incorporate Quests into your games and take full advantage of Player Analytics natively within the Unity IDE.

We’ve also listened to feedback from our community of Unity plugin users and made stability improvements to Play game services Multiplayer, Saved Games, and to sign-in. You’ll now have a much better experience integrating with these Play game services, with fewer crashes and glitches.

C++ SDK and Unity support for the Nearby Connections API

We have added support for the Nearby Connections API to our C++ SDK and Unity plugin. You can now easily build awesome second screen and local multiplayer experiences, like this Beach Bugging Racing example, with the development tools you are most comfortable with.

Easier and more stable iOS builds with CocoaPods

We’ve also made major improvements to our Play game services CocoaPods, which simplify dependency management and building App Store packages from Xcode. The CocoaPods will improve building for iOS with the Play game services iOS and C++ SDKs, and the Unity plugin. We also improved the stability of multiplayer on iOS, eliminating many of the issues around accepting match invitations.

Finally, we improved our support for iOS 8, making it easier to set up multiplayer push notifications, and fixing UI compatibility issues.

Quick links to get you started

Play game services developer page: https://developers.google.com/games/services/

Case studies: http://developer.android.com/distribute/stories/games.html


  • C++, iOS, and Java SDKs: https://developers.google.com/games/services/downloads/sdks
  • Unity plugin: https://github.com/playgameservices/play-games-plugin-for-unity
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Android Developers Blog

Mar 19

Android 4.4 KitKat and Updated Developer Tools

Posted by Dave Burke, Engineering Director, Android Platform

Today we are announcing Android 4.4 KitKat, a new version of Android that brings great new features for users and developers.

The very first device to run Android 4.4 is the new Nexus 5, available today on Google Play, and coming soon to other retail outlets. We’ll also be rolling out the Android 4.4 update worldwide in the next few weeks to all Nexus 4, Nexus 7, and Nexus 10 devices, as well as the Samsung Galaxy S4 and HTC One Google Play Edition devices.

As part of this release, we kicked off Project Svelte, an effort to reduce the memory needs of Android so that it can run on a much broader range of devices, including entry-level devices that have as little as 512MB RAM. From the kernel to system, frameworks, and apps, we’ve reduced memory footprint and improved memory management so Android can run comfortably on only 512MB of RAM. We did this not only on Android but across Google apps, like Chrome and YouTube.

By supporting a broader range of devices, Android 4.4 will help move the Android ecosystem forward. Now all users will be able to enjoy the very best that Android has to offer, on the devices that best meet their needs.

Here’s a quick look at some of the new features for developers:

  • New ways to create beautiful apps — A new full-screen immersive mode lets your app or game use every pixel on the screen to showcase content and capture touch events. A new transitions framework makes it easier to animate the states in your UI. Web content can take advantage of a completely new implementation of WebView built on Chromium.
  • More useful than ever — A printing framework lets you add the convenience of printing to your apps. A storage access framework makes it easier for users find documents, photos, and other data across their local and cloud-based storage services. You can integrate your app or storage service with the framework to give users instant access to their data.
  • Low-power sensors — New hardware-integrated sensors let you add great new features to your apps without draining the battery. Included are a step detector and step counter that let you efficiently track of the number of walking steps, even when the screen is off.
  • New media capabilities — A new screen recorder lets you capture high-quality video of your app directly from your Android device. It’s a great new way to create walkthroughs, tutorials, marketing videos, and more. Apps can use adaptive playback to offer a significantly better streaming video experience.
  • RenderScript in the NDK — A new C++ API in the Android Native Development Kit (NDK) lets you use RenderScript from your native code, with access to script intrinsics, custom kernels, and more.
  • Improved accessibility support — New system-wide captioning settings let your apps present closed captions in the style that’s preferred by the user.

There’s a lot more, so be sure to check out the Android 4.4 platform highlights for a complete overview of those and other new capabilities for developers. For details on the APIs and how to use them, take a look at the API Overview or watch one of the new DevBytes videos on KitKat.

Along with the new Android 4.4 platform we’re releasing a new version of the Android NDK (r9b). The new NDK gives you native access to RenderScript and other stable APIs in Android 4.4, so if you’ve been waiting to use RenderScript from your native code, give it a try.

Last, we’ve updated the Support Package (r19) with a new helper library for printing images through the new printing framework, as well as other updates.

You can get started developing and testing on Android 4.4 right away, in Android Studio or in ADT/Ant. You can download the Android 4.4 Platform (API level 19), as well as the SDK Tools, Platform Tools, and Support Package from the Android SDK Manager.

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Android Developers Blog

Mar 03

Android M Developer Preview & Tools

By Jamal Eason, Product Manager, Android

Today at Google I/O, we announced a developer preview of the next version of Android, the M release. Last year’s developer preview was a first for Android and we received great feedback. We want to continue to give you developers early access to Android so you have time to get your apps ready for the next version of Android. This time with the M Developer Preview, we will provide a clear timeline for testing and feedback plus more updates to the preview build.

Visit the M Developer Preview for downloads and documentation

The Android M release: improving the fundamentals

For the M release, we focused on improving the core user experience of Android, from fixing thousands of bugs, to making some big changes to the fundamentals of the platform:

  • Permissions – We are giving users control of app permissions in the M release. Apps can trigger requests for permissions at runtime, in the right context, and users can choose whether to grant the permission. Making permission requests right when they’re needed means users can get up and running in your app faster. Also, users have easy access to manage all their app permissions in settings. On M, as a developer, you should design your app to prompt for permissions in context and account for permissions that don’t get granted. As more devices upgrade to M, app permission behavior will be a critical development flow to test.
  • Runtime App Permissions

  • App links – We are making it even easier to link between apps. Android has always allowed apps to register to natively handle URLs. Now you can add an autoVerify attribute to your app manifest so that users can be linked deep into your native app without any disambiguation prompt. App links, along with App Indexing for Google search, make it easier for users to discover and re-engage with your app.
  • Battery – We’re making Android devices smarter about managing power through a new feature called Doze. With M, Android uses significant motion detection to learn if a device has been left unattended for a while. In this state, Android will exponentially back off background activity, trading off a little bit of app freshness for longer battery life. Consider how this may affect your app; for instance, if you’re building a chat app, you may want to make use of high priority messages to wake your app when the device is dozing.

The Android M release: advancing assistance and payments

We are also delighted to announce a couple of big new features:

  • Now on tap – We are making it even easier for Android users to get assistance with Now on tap — whenever they need it, wherever they are on their device. For example, if your friend texts you about dinner at a new restaurant, without leaving the app, you can ask Google Now for help. Using just that context, Google can find menus, reviews, help you book a table, navigate there, and deep link you into relevant apps. As a developer, you can implement App Indexing for Google search to let users discover and re-engage with your app through Now on tap.
  • Now on tap

  • Android Pay & Fingerprint – We’ve built on our work with Near Field Communications (NFC) in Gingerbread and Host Card Emulation in Kitkat to develop Android Pay. Android Pay will enable Android users to simply and securely use their Android phone to pay in stores or in thousands of Android Pay partner apps. With M, native fingerprint support enhances Android Pay by allowing users to confirm a purchase with their fingerprint. Moreover, fingerprint on M can be used to unlock devices and make purchases on Google Play. With new APIs in M, it’s easy for you to add fingerprint authorization to your app and have it work consistently across a range of devices and sensors.

These are just a few highlights from the M Developer Preview that we announced today. The M preview will be available for download right after the keynote.

Android Developer Tools

In addition to the developer preview, we are launching new tools to help you in the development of your Android App:

  • Android Studio v1.3 Preview – To help take advantage of the M Developer Preview features, we are releasing a new version of Android Studio. Most notable is a much requested feature from our Android NDK & game developers: code editing and debugging for C/C++ code. Based on JetBrains Clion platform, the Android Studio NDK plugin provides features such as refactoring and code completion for C/C++ code alongside your Java code. Java and C/C++ code support is integrated into one development experience free of charge for Android app developers. Update to Android Studio v1.3 via the Canary channel and let us know what you think.
  • Android Studio 1.3 with Android NDK Support

  • Android Design Support Library – Making Material design apps gets even easier with the new Android Design support library. We have packaged a set a key design components (e.g floating action button, snackbar, navigation view, motion enabled Toolbars) that are backward compatible to API 7 and can be added to your app to create a modern, great looking Android app without building everything from scratch.
  • Google Play Services – Today we also are releasing v7.5 of Google Play services which includes new features ranging from Smart Lock for Passwords, new APIs for Google Cloud Messaging and Google Cast, to Google Maps API on Android Wear devices.

Get Started

The M Developer Preview includes an updated SDK with tools, system images for testing on the official Android emulator, and system images for testing on Nexus 5, Nexus 6, Nexus 9, and Nexus Player devices. We are excited to expand the program and give you more time to ensure your apps support M when it launches this fall. Based on your feedback, we plan to update the M Developer preview system images often during the developer preview program. The sooner we hear from you, the more feedback we can integrate, so let us know!

To get started with the M Developer Preview and prepare your apps for the full release, just follow these steps:

  1. Update to Android Studio v1.3+ Preview
  2. Visit the M Developer Preview site for downloads and documentation.
  3. Explore the new APIs & App Permissions changes
  4. Explore the Android Design Support Library & Google Play Services APIs
  5. Get the emulator system images through the SDK Manager or download the Nexus device system images.
  6. Test your app with your supported Nexus device or emulator
  7. Give us feedback
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Android Developers Blog

Feb 13

Discover tools for Android data migration and improve your app retention

Posted by Sean McQuillan (@objcode) and Prateek Tandon (@ptandon05)

What happens to app usage and accessibility when people get new phones? The feedback we’ve had is that people want apps to work straight out of the box, just like on their old phones.

Developers of successful apps might also be used to thinking about user activation in a model borrowed straight from web. On the web, people register new accounts, activate by finding great features, then become retained when they experience value, and come back repeatedly to use your web page.

The story is much the same on mobile. People register to create new accounts, activate by using your great features, then become retained when they find value and repeatedly launch your app. However, there’s one big difference. Android apps typically store more information compared to your average web session. You usually never have to re-enter your password for an Android app for years, post account creation, that is until the moment you get a new phone.

Getting a new phone can be a rare event for many people – some going years between upgrading devices. However, overall a large proportion of those who use your app will get a new phone every year. We have several tools to help you keep people logged in, engaged, and happy when they use your app on a new phone.

Back up your app data

Auto Backup for apps should be configured for every application. This feature does exactly what it says – automatically backs up your app data. So when people get a new phone, their app data is automatically restored before your app launches.

To configure Auto Backup for your app you need to setup include/exclude rules:


<application ...


<?xml version="1.0" encoding="utf-8"?>
    <include domain="sharedpref" path="."/>
    <exclude domain="sharedpref" path="device.xml"/>

When configuring include/exclude rules it’s important to avoid storing sensitive user data in Auto Backup, although it’s a great place to store user specific settings and other app content!

To implement tracking for Auto Backup register a BackupAgent and listen for onQuotaExceeded(long, long) callback. If your app exceeds the 25MB backup limit, this callback will be your notification of failure. In a well configured app this will never happen, so you can track it as a crash report.

Learn more about Auto Backup for apps.

Optimize log-in

When we talk to people about the experiences they want on their new phones they’re very clear; they want your app to remember who they are, and they don’t want to re-enter a password. There are several ways you can accomplish this as a developer:

  • Use Google Sign-In to make login frictionless. People can sign in with their Gmail account, or any email address. Most importantly, they don’t need to remember a password. On top of improving registration and activation, enabling Google Sign-In will also help with retention as it allows those getting new phones to reactivate with a single button, or even automatically. Even better, you can use Google Sign-In for the same login experience for your iOS, Web, and Android applications. This seamless experience is also available if your app uses Firebase Auth to handle Google Sign-In.
  • Make things simpler by using Google Smart Lock and Autofill. These two features work hand in hand to help people safely access their passwords. Autofill was introduced in Android O, and will offer to save your app user’s passwords to the Smart Lock datastore, or their preferred password manager, automatically when they log in. To prepare your app, setup Autofill hints, and exclude fields that should not be filled by the Autofill framework.

   android:autofillHints="username" />


   android:autofillHints="password" />


   android:importantForAutofill="no" />

  • Integrate the Smart Lock for Passwords API to safely store passwords. It’s backwards compatible to API 9 and works great on devices with older versions of Android that don’t work with Autofill. Similar to Autofill, Smart Lock API will offer a dialog to save people’s passwords after they log in. But even better – it enables programmatic retrieval for automatic return to user sign-in, even across new devices and in Chrome. To support this Smart Lock functionality you will need to include some code in your app; check out the Codelab to learn how to integrate Smart Lock for Passwords to your app. Also, be sure to link your app and website, for a smooth experience across Chrome and Android with Autofill and Smart Lock.
  • Consider using the Account Transfer API so your app can transfer credentials from an old phone to a new one. It does this using an encrypted bluetooth/cable, and you can transfer data from phones running API 14 or higher. Account transfer happens when your app user is setting up their new phone for the first time, though your app doesn’t need to be installed from the Google Play Store. When your app re-installs from Google Play, the credentials will be available to your app on first launch. Watch more best practices to get started with the Account Transfer API, and read the API guide for Account Transfer.
  • Codelabs

    If you haven’t already, try the Auto Backup for Android Codelab, and SmartLock Codelab.

    Improving retention on Android for many people will involve trying to overcome the friction of device switches. With a rich toolbox at your disposal to transfer settings with Auto Backup, and to improve the login experience with Google Sign-In, Smart Lock for Passwords, Autofill, and Account Transfer API, you have the opportunity to deliver a great user story: your app works on people’s new phones, just like it did on their old phones.

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    Android Developers Blog

    Oct 30

    GNSS Analysis Tools from Google

    Posted by Frank van Diggelen, Software Engineer

    Last year in Android Nougat, we introduced APIs for retrieving Global
    Navigation Satellite System (GNSS) Raw measurements from Android devices. This
    past week, we publicly released GNSS
    Analysis Tools to process and analyze these measurements.

    Android powers over 2 billion devices, and Android phones are made by many
    different manufacturers. The primary intent of these tools is to enable device
    manufacturers to see in detail how well the GNSS receivers are working in each
    particular device design, and thus improve the design and GNSS performance in
    their devices. However, with the tools publicly available, there is also
    significant value to the research and app developer community.

    How to use the tool

    The GNSS Analysis Tool is a desktop application that takes in raw the GNSS
    Measurements logged from your Android device as input.

    This desktop application provides interactive plots, organized into three
    columns showing the behavior of the RF, Clock, and Measurements. This data
    allows you to see the behavior of the GNSS receiver in great detail, including
    receiver clock offset and drift to the order of 1 nanosecond and 1 ppb and
    measurement errors on a satellite-by-satellite basis. This allows you to do
    sophisticated analysis at a level that, until now, was almost inaccessible to
    anyone but the chip manufacturers themselves.

    The tools support multi-constellation (GPS, GLONASS, Galileo, BeiDou and QZSS)
    and multi-frequency. The image below shows the satellite locations for L1, L5,
    E1 and E5 signals tracked by a dual frequency chip.

    The tools provide an interactive control screen from which you can manipulate
    the plots, shown below. From this control screen, you can change the background
    color, enable the Menu Bars for printing or saving, and select specific
    satellites for the plots.

    Receiver test report

    The tools also provide automatic test reports of receivers. Click “Make Report”
    to automatically create the test report. The report evaluates the API
    implementation, Received Signal, Clock behavior, and Measurement accuracy. In
    each case it will report PASS or FAIL based on the performance against known
    good benchmarks. This test report is primarily meant for the device
    manufacturers to use as they iterate on the design and implementation of a new
    device. A sample report is shown below.

    Our goal with providing these Analysis Tools is to empower device manufacturers,
    researchers, and developers with data and knowledge to make Android even better
    for our customers. You can visit the GNSS
    Measurement site to learn more and download this application.

    Android Developers Blog

    Oct 24

    New Tools to Supercharge Your Games on Google Play

    Posted by Greg Hartrell, Senior Product Manager of Google Play Games

    Everyone has a gaming-ready device in their pocket today. In fact, of the one billion Android users in more than 190 countries, three out of four of them are gamers. This allows game developers to reach a global audience and build a successful business. Over the past year, we paid out more than $ 7 billion to developers distributing apps and games on Google Play.

    At our Developer Day during the Game Developers Conference (GDC) taking place this week, we announced a set of new features for Google Play Games and AdMob to power great gaming. Rolling out over the next few weeks, these launches can help you better measure and monetize your games.

    Better measure and adapt to player needs

    “Player Analytics has helped me hone in on BombSquad’s shortcomings, right the ship, and get to a point where I can financially justify making the games I want to make.”

    Eric Froemling, BombSquad developer

    Google Play Games is a set of services that help game developers reach and engage their audience. To further that effort, we’re introducing Player Analytics, giving developers access to powerful analytics reports to better measure overall business success and understand in-game player behavior. Launching in the next few weeks in the Google Play Developer Console, the new tool will give indie developers and big studios better insight into how their players are progressing, spending, and churning; access to critical metrics like ARPPU and sessions per user; and assistance setting daily revenue targets.

    BombSquad, created by a one-person game studio in San Francisco, was able to more than double its revenue per user on Google Play after implementing design changes informed during beta testing Player Analytics.

    Optimizing ads to earn the most revenue

    After optimizing your game for performance, it’s important to build a smarter monetization experience tailored to each user. That’s why we’re announcing three important updates to the AdMob platform:

    • Native Ads: Currently available as a limited beta, participating game developers will be able to show ads in their app from Google advertisers, and then customize them so that users see ads that match the visual design of the game. Atari is looking to innovate on its games, like RollerCoaster Tycoon 4 Mobile, and more effectively engage users with this new feature.
    • In-App Purchase House Ads Beta: Game developers will be able to smartly grow their in-app purchase revenue for free. AdMob can now predict which users are more likely to spend on in-app purchases, and developers will be able to show these users customized text or display ads promoting items for sale. Currently in beta, this feature will be coming to all AdMob accounts in the next few weeks.
    • Audience Builder: A powerful tool that enables game developers to create lists of audiences based on how they use their game. They will be able to create customized experiences for users, and ultimately grow their app revenue.

    “Atari creates great game experiences for our broad audience. We’re happy to be partnering with Google and be the first games company to take part in the native ads beta and help monetize games in a way that enhances our users’ experience.”

    Todd Shallbetter, Chief Operating Officer, Atari

    New game experiences powered by Google

    Last year, we launched Android TV as a way to bring Android into the living room, optimizing games for the big screen. The OEM ecosystem is growing with announced SmartTVs and micro-consoles from partners like Sony, TPVision/Philips and Razer.

    To make gaming even more dynamic on Android TV, we’re launching the Nearby Connections API with the upcoming update of Google Play services. With this new protocol, games can seamlessly connect smartphones and tablets as second-screen controls to the game running on your TV. Beach Buggy Racing is a fun and competitive multiplayer racing game on Android TV that plans to use Nearby Connections in their summer release, and we are looking forward to more living room multiplayer games taking advantage of mobile devices as second screen controls.

    At Google I/O last June, we also unveiled Google Cardboard with the goal of making virtual reality (VR) accessible to everyone. With Cardboard, we are giving game developers more opportunities to build unique and immersive experiences from nothing more than a piece of cardboard and your smartphone. The Cardboard SDKs for Android and Unity enable you to easily build VR apps or adapt your existing app for VR.

    Check us out at GDC

    Visit us at the Google booth #502 on the Expo floor to get hands on experience with Project Tango, Niantic Labs and Cardboard starting on Wednesday, March 4. Our teams from AdMob, AdWords, Analytics, Cloud Platform and Firebase will also be available to answer any of your product questions.

    For more information on what we’re doing at GDC, please visit g.co/dev/gdc2015.

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