Senin, 23 November 2015

Android Studio 2.0 Preview

Posted by, Jamal Eason, Product Manager, Android



One the most requested features we receive is to make app builds and deployment faster in Android Studio. Today at the Android Developer Summit, we’re announcing a preview of Android Studio 2.0 featuring Instant Run that will dramatically improve your development workflow. With Android Studio 2.0, we are also including a preview of a new GPU Profiler.



All these updates are available now in the canary release channel, so we can get your feedback. Since this initial release is a preview, you may want to download and run an additional copy of Android Studio in parallel with your current version.






New Features in Android Studio 2.0



Instant Run: Faster Build & Deploy


Android Studio’s instant run feature allows you to to quickly see your changes running on your device or emulator.




Getting started is easy. If you create a new project with Android Studio 2.0 then your projects are already setup. If you have a pre-existing app open Settings/Preferences, the go to Build, Execution, Deployment → Instant Run. Click on Enable Instant Run... This will ensure you have the correct gradle plugin for your project to work with Instant Run.



Enable Instant Run for Android Studio projects



Select Run as normal and Android Studio will perform normal compilation, packaging and install steps and run your app on your device or emulator. After you make edits to your source code or resources, pressing Run again will deploy your changes directly into the running app.



New Run & Stop Actions in Android Studio for Instant Run


For a more detailed guide setup and try Instant Run, click here.


GPU Profiler


Profiling your OpenGL ES Android code is now even easier with the GPU Profiler in Android Studio. The tool is in early preview, but is very powerful and not only shows details about the GL State and Commands, you can record entire sessions and walk through the GL Framebuffer and Textures as your app is running OpenGL ES Code.



Android Studio GPU Profiler


To get started, first download the GPU Debugging Tools package from the Android Studio SDK Manager.
Click here for more details about the GPU Profiler tool and how to set up your Android app project for profiling.


What's Next


This is just a taste of some of the bigger updates in this latest release of Android Studio. We'll be going through the full release in more detail at the Android Developer Summit (livestreamed on Monday and Tuesday). Over the next few weeks, we'll be showing how to take advantage of even more features in Android Studio 2.0, so be sure to check back in.


If you're interested in more Android deep technical content, we will be streaming over 16 hours of content from the inaugural Android Developer Summit over the next two days, and together with Codelabs, all of this content will be available online after the Summit concludes.


Android Studio 2.0 is available today on the Android Studio canary channel. Let us know what you think of these new features by connecting with the Android Studio development team on Google+.


Kamis, 19 November 2015

Android Studio 1.5








Posted by, Jamal Eason, Product Manager, Android



Android Studio 1.5 is now available in the stable release channel. The latest release is focused on delivering more stability, with most of the enhancements being made under the hood (along with addressing several bugs).











Some of the specific bug fixes, include the ability to use short names when code-completing custom views.





In addition to the stability improvements and bug fixes, we’ve added a new feature to the memory profiler. It can now assist you in detecting some of the most commonly known causes of leaked activities.





There are also several new lint checks. Here's one below which warns you if you are attempting to override resources referenced from the manifest.





If you’re already using Android Studio, you can check for updates from the navigation menu (Help → Check for Update [Windows/Linux] , Android Studio → Check for Updates [OS X]). For new users, you can learn more about Android Studio, or download the stable version from the Android Studio site.



As always, we welcome your feedback on how we can help you. You can also connect with the Android developer tools team via Google+. And don’t worry about what’s in the box from the video. It’s nothing. Really. Forget I mentioned it.


Android Developer Story: Gifted Mom reaches more mothers across Africa with Android

Posted by Lily Sheringham, Google Play team


Gifted Mom is an app developed in Cameroon which provides users with basic, yet critical information about pregnancy, breastfeeding and child vaccinations. The widespread use of Android smartphones in Africa has meant that Gifted Mom has been able to reach more people at scale and improve lives.



Watch the creators of Gifted Mom, developer Alain Nteff and doctor Conrad Tankou, explain how they built their business and launched Gifted Mom on Google Play. They also talk about their plans to grow and help people in other developing countries across the continent in the next three years, in order to ultimately tackle maternal and infant mortality.





Find out more about building apps for Android and how to find success on Google Play.

Rabu, 18 November 2015

Hungering for Game Utilities?

Posted by Alex Ames, Fun Propulsion Labs*



Originally posted to the Google Developers blog





At Fun Propulsion Labs we spend some of our time building sample games to help demonstrate how to make easy-to-build, performant, cross-platform games. With the growth of Google Cardboard, we got to work and over many long evenings, feeding our animal hunger on sushi, we came up with Zooshi. Zooshi is an open source, cross-platform game written in C++ which supports:



  • Android, Android TV, Windows, OSX, and Linux

  • Google Cardboard

  • Google Play Games Services sign-in and leaderboards on Android

  • Level customization


Zooshi serves as a demonstration of how to build Android games using a suite of newly released and updated open source game technologies from Google:



  • Motive drives our Animation system, giving life and movement to the characters and environment.

  • CORGI, the Component Oriented Reusable Game Interface, is an Entity-Component system designed to allow users to define complicated game objects as collections of modular, custom-defined behaviors.

  • FlatUI is a straightforward immediate mode GUI system with a light footprint that makes building up user interfaces a breeze.

  • Scene Lab allows designers to design levels and edit entities from right in the game without needing to use an external editor.

  • Breadboard provides an easy to use node based scripting system for editing entity behaviors that's accessible to designers without deep knowledge of programming.

  • FPLBase is a cross-platform API layer, for abstracting low-level tasks like reading input and creation of graphical contexts.


As in our previous release, Pie Noon, we also made extensive use of Flatbuffers, Mathfu, fplutil, and WebP.



You can download the game in the Play Store and the latest open source release from our GitHub page. We invite you to learn from the code to see how you can apply these libraries and utilities in your own Android games. Take advantage of our discussion list if you have any questions, and don’t forget to toss some sushi around while you’re at it!



* Fun Propulsion Labs is a team within Google that's dedicated to advancing gaming on Android and other platforms.

API 23 SDK now available for Android Wear

Posted by Wayne Piekarski, Developer Advocate



The new LG Watch Urbane 2nd Edition LTE is the first watch to run Android 6.0 Marshmallow (API 23) for Android Wear. Currently, all other Android Wear watches implement API 22, and in the coming months, these will receive an OTA update for API 23 as well.



So what does this mean for you as an Android Wear developer? You will need to ensure that your apps are compatible with both API 23 and API 22 watches. While you can start implementing the new features in this post, you still need to maintain backwards compatibility until all watches are upgraded.



New permissions model and samples


API 23 introduces a new runtime permissions model for both phones and watches. The new permissions model allows users to pick and choose which permissions to grant apps at the time of use. In addition, new permissions settings allow users to turn on and off app permissions at any time.



To use the new permissions model on Wear, read Permissions on Android Wear. This training guide provides an in-depth discussion of Wear-specific scenarios, such as when your Wear app relies on a phone-side permission. In addition, all of the Android Wear samples have been updated to use the new permissions model, and a new RuntimePermissionsWear sample shows how to handle permission requests across devices.



When you are ready, you can update your application on both the phone and watch side to use compileSdkVersion 23 and targetSdkVersion 23. Make sure that you check and request the permissions needed by your app at runtime, on both the phone and the watch. It is important that you do not change targetSdkVersion to 23 until you have implemented the permission checks properly, since it changes how the system installs and runs the app. For example, an API call that might have previously returned a result could now fail, causing the app to behave in unexpected ways.






-round and -notround resource qualifiers


API 23 makes it easier to build apps for both round and square Android Wear watches. We listened to your feedback and added new resource qualifiers for -round and -notround, so you can use the resource system to load the appropriate images, layouts, and strings based on the type of watch you are working with. You can also combine this with existing resource qualifiers -hdpi, -tvdpi, -280dpi, and -360dpi for the various Android Wear watches that are currently available. All of the existing classes in the wearable UI library, such as WatchViewStub, BoxInsetLayout, and WearableFrameLayout will continue to work as well, so you do not need to change your code. The -round and -notround resource qualifiers will not work on API 22 devices, so you cannot assume they will be available until all devices are on API 23.



Watches with speakers


The LG Watch Urbane 2nd Edition LTE is the first watch to include speaker support, so you can now add sounds to your Wear app. You can play audio files using the same APIs that are available on Android phones, such as AudioTrack, MediaPlayer, and ExoPlayer. Check out the sample and documentation to learn how to detect when the speaker is available on a Wear device and play sounds through it.



Intel x86 support


The new TAG Heuer Connected, along with other upcoming Android Wear watches, is based on Intel x86 processors. If you are working only with Java code, your apps will automatically work on any architecture. However, if you’re using the NDK, you’ll need to provide both armeabi-v7a and x86 shared libraries in your wearable APK. Since only one wearable app can be bundled in a phone app, it is not possible to deliver different APKs to different watches based on architecture. If your wearable APK is missing an x86 library, it will fail to install on x86 watches with INSTALL_FAILED_NO_MATCHING_ABIS and code -113.



If you are using Android Studio, you will need to adjust your build.gradle file to include:


ndk {
abiFilters = ['armeabi-v7a','x86']
}

If you are using the NDK directly, you will need to modify your Application.mk file to use:


APP_ABI := armeabi-v7a x86


These changes should only be made for the wearable APK, and you can continue to support other ABIs on the phone side. You can test your application by checking if it works on the x86 emulator provided by the SDK Manager.



Updated emulator


New Android Wear emulator images for API 23 and x86 watches are available to download from the SDK Manager in Android Studio. We have also added profiles that represent every available Android Wear watch, so you can easily test on any device you want. It is also important that you understand and test all the combinations of phones (API <= 22, API = 23) and wearables (API 22, API 23), so that your app works for all users.



Updates to existing watches


The new emulator images allow you to get started immediately with testing and deploying updated apps for users with API 23 watches. The schedule for updating existing Android Wear watches via OTA updates has not been announced yet. We will announce the update schedule on the Android Wear Developers Google+ community. We’ll also let you know when the rollout is complete, and API 22 support for Android Wear is no longer needed.


Selasa, 17 November 2015

An updated app guide and new video tips to help you find success on Google Play

Posted by Dom Elliott, The Google Play Apps & Games team



Last year, we introduced our first playbook for developers, “The Secrets to App Success on Google Play”, to help you grow your app or game business, which has been downloaded more than 200,000 times.. Many new features have since been announced on the platform – from Store Listing Experiments and beta testing improvements to App Invites and Smart Lock for Passwords.



Get the second edition of “The Secrets to App Success on Google Play”



Hot off the press, you can now download the second edition to learn about all the new tools and best practices for improving the quality of your app, growing a valuable audience, increasing engagement and retention, and earning more revenue.







Get the book on Google Play in English now or you can sign-up to be notified when the booklet is released in the following languages: Bahasa Indonesia, Deutsch, español (Latinoamérica), le français, português do Brasil, tiếng Việt, русский язы́к, ไทย, 한국어, 中文 (简体), 中文 (繁體), 日本語. Based on your feedback, the guide was updated to work seamlessly in the Google Play Books app. If you prefer, you can also download a PDF version from the Android Developers website.



New videos with tips to find success on Google Play



To accompany the guide, watch the first two episodes in a new ten-part video series of actionable tips you can start using today to achieve your business objectives. Subscribe to the Android Developers channel on YouTube and follow +Android Developers to watch the new videos as they’re released weekly.





Two new videos will be released each week in the ten-part series


on the Android Developer YouTube channel.



Let us know your feedback



Once you’ve checked out the guide and the videos, we’d again love to hear your feedback so we can continue to improve our developer support, please let us know what you think.

Minimum purchase price for apps and in-app products reduced on Google Play

Posted by Alistair Pott, Product Manager, Google Play



Available in more than 190 countries, Google Play is a global platform for developers to build high quality apps and successful businesses. But every market has its own unique challenges and opportunities. Purchasing behavior, in particular, varies significantly between markets. So to provide developers with more flexibility, we've worked to adapt Google Play pricing options to better suit local consumers and make content more accessible.



Following a successful pilot in India earlier this year, today, developers have the option to reduce the price of their premium titles and in-app products in 17 more countries to these new minimum thresholds:



Countries affected:


  • Brazil: R$ 0.99 (was R$2.00)

  • Chile: CLP $200.00 (was CLP $500.00)

  • Colombia: COP$ 800.00 (was COP$ 2000.00)

  • Egypt: E£2 Previous (was E£7)

  • Hungary: Ft 125.00 (was Ft 225.00)

  • Indonesia: Rp 3,000.00 (was Rp 12,000.00)

  • Malaysia: RM 1.00 (was RM 3.50)

  • Mexico: MXN$ 5.00 (was MXN$ 9.90)

  • Nigeria: ₦40 (was ₦195)

  • Peru: S/. 0.99 (was S/. 3.00)

  • Philippines: ₱15.00 (was ₱43.00)

  • Poland: zł1.79 (was zł2.99)

  • Russia: руб 15.00 (was руб 30.00)

  • Saudi Arabia:﷼ 0.99 (was 4.00﷼)

  • South Africa: R3.99 (was R10.00)

  • Thailand: ฿10.00 (was ฿32.00)

  • Turkey: ₺0.59 (was ₺2.00)

  • Ukraine: ₴5.00 (was ₴8.00)

  • Vietnam: ₫6,000 (was ₫21,000.00)


You can lower the price of your apps and games right away by visiting the Google Play Developer Console and clicking on “Pricing & Distribution” or “In-app Products” for your apps.



We hope this change allows you to reach more people around the world so that you can continue to grow your business on Google Play.



Kamis, 12 November 2015

Improvements to Sign-In with Google Play services 8.3

Posted by Laurence Moroney, Developer Advocate



With Google Play services 8.3, we’ve been hard at work to provide a greatly improved sign-in experience for developers that want to build apps that sign their users in with Google. To help you better understand some of these changes, this is the first in a series of blog posts about what’s available to you as a developer. In this post, we’ll discuss the changes to the user experience, and how you can use them in your app, as well as updates to the API to make coding Sign-In with Google more straightforward. On Android Marshmallow, this new Sign-In API has removed any requirement for device permissions, so there is no need to request runtime access to the accounts on the device, as was the case with the old API.



User Experience Improvements


We’ve gotten lots of feedback from developers about the user experience of using Google’s social sign-in button. Many of you noted that it took too many steps and was confusing for users. Typically, the experience is that the user touches a sign in button, and they are asked to choose an account. If that account doesn’t have a Google+ profile, they need to create one, and after that they have to give permissions based on the type of information that the app is asking for. Finally, they get to sign in to the app.



With the new API, the default set of permissions that the app requests has been reduced to basic profile information and optionally email address as demonstrated here. This introduces opportunities for much streamlined user experience: the first improvement here is in the presentation of the button itself. We had received feedback that the Google+ branding on the Sign-In button made it feel like the user would need to share Google+ data, which most apps don’t use. As such, the SignInButton has been rebranded with the reduced scopes -- it now reads ‘Sign In with Google’, and follows the standard Google branding for use with basic profile information.





After this, the user flow is also more straightforward. Instead of subsequent screens where a Google account is picked based on the email addresses registered on the device, followed by a potential ‘Create Google+ Profile’ dialog, followed by a permissions consent dialog, like this:










The user experience has changed to a single step, where the user chooses their account and gives consent. If they don’t have a Google+ profile, they don’t need to create one, eliminating that step. Additional consent dialogs come later, and are best requested in context so that the user understand why you might ask for access to their calendar or contact, and they are only prompted at the time that this data is needed.












We hope that a streamlined, one-tap, non-social sign-in option with additional OAuth permissions requested in context will help improve your sign-in rates and make it a breeze to sign-in with Google.



Check out some live apps that use the new API, including Instacart, NPR One, and Bring!











In the next post we’ll build on this by looking at some of the changes in the API to make coding apps that use Sign-In with Google even easier.



Rabu, 11 November 2015

Developer tips for success with Player Analytics and Google Play games services

Posted by, Lily Sheringham, Developer Marketing at Google Play



Editor’s note: As part of our series featuring tips from developers, we spoke to some popular game developers to find out how they use Player Analytics and Google Play game services to find success on Google Play. - Ed.



Google Play games services, available in the Developer Console, allows you to add features such as achievements and leaderboards to your games. Google Play games services provides Player Analytics, a free games-specific analytics tool, in the Developer Console Game services tab. You can use the reports to understand how players are progressing, spending, and churning backed by a data-driven approach.





Bombsquad grows revenue by 140% per user with Player Analytics



Independent developer Eric Froemling, initially created the game Bombsquad as a hobby, but now relies on it as his livelihood. Last year, he switched the business model of the game from paid to free-to-play. By using Player Analytics, he was able to improve player retention and monetization in the game, achieving a 140% increase in the average revenue per daily active user (ARPDAU).



Watch the video below to learn how Eric uses Player Analytics and the Developer Console to improve gamers’ experience, while increasing retention and monetization.













Tips from Auxbrain for success with Google Play games services



Kevin Pazirandeh, founder and CEO of games developer Auxbrain, creator of Zombie Highway, provides insight into how they use Google Play games services, and comments:



“While there are a few exceptions, I have not run into a better measure of engagement, and perhaps more importantly, a measure for change in engagement, than the retention table. For the uninitiated, a daily retention table gives you the % of players who return on the nth day after their first play. Comparing retention rates of two similar games can give you an immediate signal if you are doing something right or wrong.”



Kevin shares his top tips on how to best use the analytics tools in Google Play games services:



  1. You get Player Analytics for free - If you’ve implemented Google Play game services in your games, check out Player Analytics under Game services in the Developer Console, you’ll find you are getting analytics data already.


  2. Never assume change is for the better - Players may not view changes in your game as the improvement you had hoped they were. So when you make a change, have a strategy for measuring the result. Where you cannot find a way to measure the change’s impact with Player Analytics, consider not making it and prioritize those changes you can measure.


  3. Use achievements and events to track player progress - If you add achievements or events you can use the Player progression report or Event viewer to track player progress. You’ll quickly find out where players are struggling or churning, and can look for ways to help move players on.


  4. Use sign-in to get more data - The more data about player behavior you collect, the more meaningful the reports in Player Analytics become. The best way to increase the data collected is to get more players signed-in. Auto sign-in players, and provide a Play game services start point on the first screen (after any tutorial flow) for those that don’t sign-in first time.


  5. Track your player engagement with Retention tables - The Retention table report lets you see where players are turning away, over time. Compare retention before and after changes to understand their impact, or between similar games to see if different designs decisions are turning players away earlier or later.


Get started with Google Play Games Services or learn more about products and best practices that will help you grow your business on Google Play globally.

Testing your app for Android for Work

Posted by, Rich Hyndman, Developer Advocate





Testing is important whether you’re building a dedicated app for the workplace, rolling out new features, or making it easy for IT departments to deploy.



Test DPC is now available for you and is a fully featured, open-source, sample Device Policy Controller (DPC) which allows you to test your apps with any Android for Work feature. A DPC manages the security policies and work apps on devices using Android for Work.
You can configure Test DPC to be either a device or profile owner to test all the Android for Work scenarios:




  • Profile Owner: Employees using their personal phones for work and allowing their company to own the work applications and data (i.e. bring your own device or BYOD)

  • Device Owner: Enterprises providing devices to employees and managing the entire device

  • Device Owner: Enterprises deploying devices for a narrow use case, such as a mall directory or restaurant menu (i.e. corporate owned, single use devices)


Test DPC simplifies testing and development because you can use it to set the kinds of policies an IT administrator might enforce. You can establish app and intent restrictions, set up managed work profiles, enforce policies, and can even set up fully managed Android devices — something you might find as an info board or kiosk in a public place.



The Test DPC app can be found on Google Play with the source on GitHub. Set up Test DPC as a device/profile owner on your device by checking out this user guide.



If you want to learn more about Android for Work and its capabilities, check out Android for Work Application Developer Guide for full guidance on optimizing your app for Android for Work.



Note: Your test Android device needs to run Android 5.0 or later and be able to support Android for Work natively.

Kamis, 05 November 2015

What’s new in Google Play services 8.3

Posted by Laurence Moroney, Developer Advocate



We’re delighted to announce the availability of Google Play services 8.3. There’s a lot of new information to share with you about what’s available to you in this release.



A big part of this release is focused on user identity. We’ve revamped the Sign In with Google APIs to make implementation simpler and provide users a streamlined experience. First off, the new Google Sign-In no longer requires the device accounts permissions, a big win when you start to develop for Marshmallow. The API also supports the latest Google branding. When using Google Play services 8.3, you’ll find a SignInButton that looks like this with the default scopes:






Previously, users would have to touch a sign in button, and then follow several steps (i.e. selecting account, giving permission to access profile information, and possibly needing to create a Google+ account). With Google Play services 8.3, only one tap is needed for basic profile access.






You can check out the documentation for the new API here.



And to make signing in easier across devices, whether you use Google Sign-In or still have password-based authentication, the Smart Lock APIs received some important updates. We’ve added a new API method to show a dialog that helps your user select a previously-used email address to pre-fill sign in or up forms easily: check out getHintPicker (sample code). This doesn’t require any device permissions and provides an alternative to a picker you may have previously populated from accounts on the device, which would now require a runtime permission with Marshmallow.



You can use this hint information to populate an entire sign-up form with name, email address, and profile picture with one tap, or even direct the user into a sign-in or sign-up flow intelligently based on their email address. Better yet, if the entry the user picked matches an account on the device, Google can provide a verified email address in the hint, which you can use to skip email verification and authenticate the user if your system can support ID tokens, similar to Google Sign-In.



For determining location, Google Play services provides a Fused Location Provider (FLP) which abstracts the underlying location sensors, such as GPS, WiFi, and the cell radio signal, into a single easy-to-use API. We’ve made some improvements to the FLP when it comes to batching. Prior to version 8.3, the batch location APIs would allow the FLP to save power by consolidating network traffic, but when an app removed a batching location request, the batch would be cleared. You may not want this behavior, so we’ve added an API that can return any batched locations immediately. Check the flushLocations and removeLocationUpdates method calls on the FusedLocationProviderApi for more details.







App Invites is a technology that enables your users to share your app with people they know. If you build using App Invites, Google Play services 8.3 has an update that will make coding much simpler. Now, you can use the AppInvite.AppInviteApi.getInvitation() method. This will set up a ResultCallback that you can use to launch your deep link activity, drastically simplifying your code.

The Play game services Player Stats API also gets an update. The latest version now includes a new signal for the probability that a player is about to churn. Developers can use this signal to offer special promotions to improve retention. For example, a developer could provide a discount on a power-up for players that are at risk of churning.



Finally, if you are developing for wearables, you’ll know that battery life and optimization of power usage are critical in having a great user experience. With Google Play services 8.3, we’ve updated the DataApi to allow for urgency in how data items are synced. Now, a priority can be added to the data item to determine when it should be synced. For example, if you are building an app that requires immediate syncing, such as a remote control app, it can still be done immediately by calling setUrgent(), but for something such as updating your contacts, you could tolerate some delay. Non-urgent DataItems may be delayed for up to 30 minutes, but you can expect that in most cases they will be delivered within a few minutes. Low priority is now the default, so setUrgent() is needed to obtain the previous timing.



Filter support has been added to listeners in the Android Wear API, allowing listeners to only receive a subset of changes on both phones and watches. Listeners registered in the Android manifest should be filtered to only receive events that require launching the process, with the remaining events being delivered to live listeners added via methods such as addListener(). This reduces the need for listeners to filter out uninteresting events, making applications and the system more efficient.



That’s it for this release of Google Play services. To learn more, visit the Google Developers site.

Rabu, 04 November 2015

Android Developer Story: Peak Games generates majority of global revenue for popular game ‘Spades’ on Android

Posted by Lily Sheringham, Google Play team



Founded in 2010, Turkish mobile games developer Peak Games started developing games targeted to the local market and is now scaling globally. Their game ‘Spades Plus’ is growing in the US and the game generates over 70% of its mobile revenue from Android.



Watch Erdem İnan, Business Intelligence and Marketing Director, and İlkin Ulaş Balkanay, Head of Android Development, explain how Peak Games improved user engagement and increased installs with Google Play Store Listing experiments and app promotion right from within the Developer Console.







Find out more about how to use run tests on your Store Listing to increase your installs and how to promote your app or game with Universal App Campaigns from the Google Play Developer Console.

Senin, 02 November 2015

Announcing the Project Tango App Contest Winners & Special Developer Kit Promotion

Posted by Larry Yang, Product Manager, Project Tango



Over the past year, we put Project Tango Tablet Development Kits in the hands of thousands of developers and challenged them to create unique augmented reality (AR) experiences that allowed users to explore their physical space. With your creativity, enthusiasm and investment, the ecosystem has grown substantially with hundreds of fun and useful Project Tango-enabled apps already available on Google Play.



Today, we’re excited to announce the winners of the Project Tango App Contest. An extremely competitive contest that started with 190 original submissions, the three category winners were selected from our expert panel of judges and received a cash prize of $4,096 each, while the developer community voted for the “Best Overall” app for the grand prize of $8,192.



Category: “Best Overall”


WeR Cubed Tango by WeR VR: In WeR Cubed, players utilize the motion tracking capabilities of the Project Tango to make their way through several challenging levels of 3D puzzles.







Category: “Entertainment/Games”

Ghostly Mansion by Cyron Software: Upon your death, you became a ghost, your spirit imprisoned inside the many rooms of your mansion. To finally be at peace, you must unravel the mystery of your death, using your “Ghostly Will” and the Project Tango device to find the necessary clues.









Category: “Utility”

Phi3D
by DotProduct LLC: Phi.3D for Tango lets you capture dense 3D models in real-time from your mobile device. It also offers professional features such as global scene optimization, precise measurements, setting coordinate systems, appending to existing data etc.







Category: “VR and AR”

InnAR Wars by FLARB: Two players battle for domination over an asteroid field scattered with uninhabited planetoids. Walk around your room hunting for the opponent's bases and send attack ships to destroy them.







We hope these applications inspire you to build amazing apps that leverage Project Tango's core technologies: motion tracking, area learning, and depth perception.



Limited time offer, 50% off Project Tango Tablet Development Kit

In the coming weeks, we will also offer a 50 percent limited-time discount on a single Project Tango Tablet Development Kit sold on the Google Store. Keep an eye out on our Google+ community for an update on the sale.



Sign-up for our monthly newsletter to keep up with the latest news. Get help from other developers by using the Project Tango tag in Stack Overflow. See what others are creating on our YouTube channel. And share your story on Twitter with #ProjectTango.