What is Device Tier Targeting?
Device Tier Targeting allows you to deliver different versions (e.g. resolutions, etc.) of the same asset to devices based on their hardware. For example, you may choose to deliver low resolution assets to lower end devices to improve performance, and deliver high resolution assets to higher end devices to improve graphic quality - all without incurring any increase in overall game size by only delivering the necessary assets to users' devices. This builds upon the concept of asset packs in Play Asset Delivery. As you'll see below, you have the power to define the tier criteria (for now based on RAM, specific device models or available system features), and can use up to 5 tiers.
Like Play Asset Delivery, Device Tier Targeting supports API 16 (Jelly Bean 4.1) and above, however on devices API 19 (KitKat 4.4.X) and lower the default tier is delivered regardless of the device build.
Developer Journey
At a high level, to integrate DTT into your existing game, you will need to take the following steps:
- Integrate Device Tier Targeting (and by extension, Play Asset Delivery)
within your game
- Integrate Play Asset Delivery into your game (if you haven't already done so)
- Divide your assets into asset packs
- Package your code and assets together for the final Android App Bundle artifact you will upload to Play.
- Create your Device Tier Targeting configuration so that Play knows
how to deliver your assets to user devices.
- Set up the Google Play Developer API (if not already completed), which is what you'll use to send the DTT configs to Play.
- Go through the steps to create the DTT config.
- Upload your AAB to Play, and test to make sure everything is configured correctly
You will notice in the first section, there will be forks in the guide depending on the build system you use. The system you choose depends on the engine you're using, and your existing setup.
- Gradle (recommended for Java and Native games): For games built
using Gradle, follow these steps to configure the build system to
build out your AAB with DTT support.
- If you export your game to Gradle then finish your build there, we recommend following these instructions (ex. Unity games exported to Gradle))
- Unity Plugin: We will provide you with unity packages to import into your Unity project, which will allow you to configure and build your AAB with DTT support.
Setting up Device Tier Targeting within your app
Integrating Play Asset Delivery into your game (if not already completed)
Play Asset Delivery (PAD) allows you to dynamically deliver your game's assets at install time or runtime, and you can read an overview about it here. With Device Tier Targeting, Play will deliver asset packs based on the device tier configurations you prescribe for different tiers of devices. It is recommended to follow the guidance below and integrate PAD into your game (i.e. create asset packs, implement retrieval in your game), and then modify the project code to enable Device Tier Targeting.
Gradle
For games built with Gradle, use these instructions for building your asset packs with Gradle, then follow the instructions for integrating asset pack retrieval within your game:
- Java
- Native
- Unity games exported to Gradle
- Use the Java libraries via the JNI (such as the one built into Unity).
Unity
For games built in Unity, you will configure your asset packs using
the AssetPackConfig
class, as outlined in
these instructions.
Creating device tier specific directories
If using Gradle
You will now split up your assets between the N tiers (max 5) you will define later on. Create your DTT directories by taking the existing asset bundle directories created in the last step, and post fixing the appropriate folder (as described below) with #tier_0, #tier_1, #tier_2, etc. When using the asset packs in your game - you will not need to address folders by postfix (in other words, the postfix is automatically stripped during the build process).
After the previous step, this might look like:
...
.../level1/src/main/assets/character-textures#tier_2/
.../level1/src/main/assets/character-textures#tier_1/
.../level1/src/main/assets/character-textures#tier_0/
...
When you access the files under the folder, you can just use the same
path without post fixing, (in this example - I would reference as
level1/assets/character-textures/
without any postfixes).
If using Unity
To add an asset pack that uses DTT, you can use the below
AssetPackConfig
methods:
/// Package the specified raw assets in the specified folders,
/// keyed by DeviceTier, in an AssetPack with the specified delivery mode.
public void AddAssetsFolders(
string assetPackName,
IDictionary<DeviceTier, string> deviceTierToAssetPackDirectoryPath,
AssetPackDeliveryMode deliveryMode)
/// Package the specified AssetBundle files, which vary only by DeviceTier,
/// in an AssetPack with the specified delivery mode.
public void AddAssetBundles(
IDictionary<DeviceTier, string> deviceTierToAssetBundleFilePath,
AssetPackDeliveryMode deliveryMode)
For example, let's say you had three
AssetBundles
for your character at varying levels of detail.
To map these AssetBundles
to their corresponding device tier, use the
following snippet.
var assetPackConfig = new AssetPackConfig();
var tiers = new Dictionary<DeviceTier, string>
{
{0, "Assets/LowPoly/Character"},
{1, "Assets/Mid/Character"},
{2, "Assets/Detailed/Character"}
};
assetPackConfig.AddAssetBundles(tiers, AssetPackDeliveryMode.OnDemand);
Building the Android App Bundle
Gradle
In your project's build.gradle
file, configure your dependencies to have
the versions below (or higher) for
Android Gradle plugin and
bundletool:
buildscript {
dependencies {
classpath 'com.android.tools.build:gradle:4.2.0'
classpath "com.android.tools.build:bundletool:1.7.1"
...
}
...
}
You will also need to update your gradle version to 6.7.1 or above.
You can update this in gradle/wrapper/gradle-wrapper.properties
within your project.
distributionUrl=https://services.gradle.org/distributions/gradle-6.7.1-all.zip
Finally, you will need to use the Play Asset Delivery Library; if you are still using the monolithic Play Core Library, update it to 1.8.3 or above. We recommend switching to the Play Asset Delivery Library and updating to the latest version if possible.
dependencies {
implementation 'com.google.android.play:asset-delivery:2.0.1'
...
}
In the main app module's build.gradle
file, enable the DTT split:
android {
bundle {
deviceTier {
enableSplit true
}
...
}
...
}
Finally, you can build your Android App Bundle (AAB).
Bundletool
Build your bundle with bundletool,
and
while at the step to customize your AAB,
add the following to your BundleConfig.pb
file.
{
...
"optimizations": {
"splitsConfig": {
"splitDimension": [
...
{
"value": "DEVICE_TIER",
"negate": false,
"suffixStripping": {
"enabled": true,
}
}],
}
}
}
Unity
Once you've configured your AssetPackConfig
to include your DTT packs, you
can pass that config into one of the below methods to build your AAB:
// Configures the build system to use the newly created assetPackConfig when
// calling Google > Build and Run or Google > Build Android App
Bundle.AssetPackConfigSerializer.SaveConfig(assetPackConfig);
// Alternatively, use BundleTool.BuildBundle to build an App Bundle from script
BuildBundle(new buildPlayerOptions(), assetPackConfig)
Local Testing
Before moving on, it is recommended to locally test your app bundle to
make sure everything is set up correctly. Using
bundletool
(1.8.0 or above), you
locally build and test your app, explicitly specifying the correct device
tier. You will first use
build-apks
to generate a
set of .apks
files, and then deploy your app to a connected device
using install-apks
.
You can also specify which tier you'd like installed via the device-tier
flag. You can find more info on this method of local testing
here (please note that
this page hasn't yet been updated for DTT and is thus missing the
device-tier
flag).
bundletool build-apks --bundle=/path/to/app.aab --output=/path/to/app.apks --local-testing
bundletool install-apks --apks=/path/to/app.apks --device-tier=1
Alternatively: You can also use
extract-apks
to extract a
set of APKs for a specific device. Using
get-device-spec
along with specifying the device tier for this device, however, will
not work in conjunction with the --local-testing
flag, meaning you won't
be able to test fast-follow or on-demand asset packs.
bundletool get-device-spec --output=/path/to/device-spec.json --device-tier=1
bundletool extract-apks --apks=/path/to/existing_APK_set.apks --output-dir=/path/to/device_specific_APK_set.apks --device-spec=/path/to/device-spec.json
Unity
The Google -> Build and Run menu option will build and run your game with
the --local-testing
flag enabled. However, it does not allow you to specify
the device-tier passed into the install-apks
command.
If you want to specify a device-tier other than 0, you should:
- Build the AAB using the Google -> Build Android App Bundle menu option.
- Follow the instructions in the previous section to run
bundletool
,build-apks
, andinstall-apks
on the built AAB.
Creating a Device Tier Configuration via Google Play Developer API
Getting started with the Google Play Developer API (if not already completed)
To configure Device Tier Targeting (e.g. Defining the requirements for each tier) you will need to use the Android Publisher API to upload your config to Google Play. You can read more about the API at the link above - there are a few steps you'll need to follow to get started:
- Create (if needed) and link your API project to your Google Play Console.
- Set-up an API Access Client.
You can find the API reference here - later on, if you choose to upload your build via the API, you will be using the Edits methods. Additionally, it is encouraged to review this page before using the API.
Using the Device Tier Configuration API
You can use the following API call to create your device tier configuration:
Create Device Tier Config
HTTP request | POST https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/deviceTierConfigs |
Path parameters | N/A |
Request Body | Device Tier Config |
Response Body | Device Tier Config |
Device Tier Config Object
The definition of device tiers comprises 2 steps:
- Define a set of device groups.
- Define your device tier set by assigning a level to your device groups.
A device group is a set of devices that match the selectors you define in the config.
Selectors can define requirements on device RAM and device model.
Groups are identified by a name that you choose; groups are allowed to overlap.
Next, you can define your device tier set by ranking the groups: each device tier is defined by its level and a device group.
If a device matches multiple tiers, it will be served the content for the highest matching tier.
{ device_groups: [ { name: string, device_selectors: [ { device_ram: { min_bytes: integer max_bytes: integer }, included_device_ids: [ { build_brand: string, build_device: string } ], excluded_device_ids: [ { build_brand: string, build_device: string } ], required_system_features: [ { name: string } ], forbidden_system_features: [ { name: string } ] } ] } ], device_tier_set: { device_tiers: [ { level: int, device_group_names: [string] } ] } }
Fields:
- device_confid_id (integer): ID corresponding to this device tier configuration.
device_groups (object): Group definitions
- name (string): Name of the device group (a string ID you define).
- device_selectors (object): Device requirements for a device to belong to this group.
- device_ram (object): Device RAM requirements
- min_bytes (integer, inclusive): Minimum required RAM (in bytes)
- max_bytes (integer, exclusive): Maximum required RAM (in bytes)
- included_device_ids (object): Device models to be included in
this selector (max of 10000 device_ids per group) A device needs
to be in this list to match the selector. This is a necessary but
not sufficient condition to match the full selector (see note above
about combining requirements in a selector)
- build_brand (string): Device manufacturer
- build_device (string): Device model code
- excluded_device_ids (object): Device models to be excluded in
this selector (max of 10000 device_ids per group) A device from
this list will not match the selector even if it matches all other
requirements in the selector.
- build_brand (string): Device manufacturer
- build_device (string): Device model code
required_system_features (object): Features that a device needs to have to be included by this selector (max of 100 features per group). A device needs to have all system features in this list to match the selector. This is a necessary but not sufficient condition to match the full selector (see note above about combining requirements in a selector).
System feature reference
- name (string): A system feature
forbidden_system_features (object): Features that a device mustn't have to be included by this selector (max of 100 features per group). If a device has any of the system features in this list, it doesn't match the selector, even if it matches all other requirements in the selector.
System feature reference
- name (string): A system feature
device_tiers (object): Tier definitions
- level (int): The level of the tier
- group_name (string array): The name of the device groups that belong to this tier
You can find the correct formatting for the device manufacturer and model code by using the Device Catalog on the Google Play Console, by either:
Inspecting individual devices using the Device Catalog, and finding the manufacturer and model code in the locations as shown in the example below (For a Google Pixel 4a, the manufacturer is “Google” and the model code is “sunfish”)'
Downloading a CSV of supported devices, and using the Manufacturer and Model Code for the build_brand and build_device fields, respectively.
Here is an example config with 3 tiers - tier 2 uses device group high (which includes all devices over 7 GB and the Pixel 4), tier 1 uses device group medium (which includes all devices between 4-7 GB), and tier 0, which is implicitly defined as the catch-all group.
{
device_groups: [
{
name: 'high',
device_selectors: [
{
device_ram: {
min_bytes: 7516192768
},
},
{
included_device_ids: [
{
build_brand: 'google',
build_device: 'flame'
}
],
}
]
},
{
name: 'medium',
device_selectors: [
{
device_ram: {
min_bytes: 4294967296,
max_bytes: 7516192768
},
}
]
}
],
device_tier_set: {
device_tiers: [
{
level: 1,
device_group_names: [
'medium'
]
},
{
level: 2,
device_group_names: [
'high'
]
}
]
}
}
You can follow the instructions below for validating your Device Targeting Configuration before uploading it to Google Play.
Get Device Tier Config by ID
You can retrieve a specific device tier configuration by ID using the following call:
HTTP request |
GET https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/deviceTierConfigs/{deviceTierConfigId}
|
Path parameters | N/A |
Request Body | N/A |
Response Body | Device Tier Config |
Get list of Device Tier Configs
You can get the last 10 device tier configurations given the following call (or optimally specify a set of ten using the page_token query parameter):
HTTP request | GET https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/deviceTierConfigs |
Path parameters | N/A |
Query parameters | page_token (optional) - Used to specify a specific group of 10 DTCs. This is useful if you have created more than 10 DTCs, and would like to see DTCs that were created before the most recent 10. |
Request Body | N/A |
Response Body | List of Device Tier Configs
page_token |
Validating your Device Targeting Configuration
bundletool
includes two commands that help you validate that your Device
Targeting Configuration works as intended before uploading it to Play.
With bundletool print-device-targeting-config
, you can validate that your JSON
file is syntactically correct and visualize your device groups and tiers in a
more readable format.
bundletool print-device-targeting-config --config=mydtc.json
With bundletool evaluate-device-targeting-config
, you can evaluate what groups
and tier would match a specific device. Either you connect your target device
to your workstation and use the --connected-device
flag; or you compile a
JSON file with the device properties manually and provide it via the
--device-properties
flag.
bundletool evaluate-device-targeting-config --config=mydtc.json --connected-device
bundletool evaluate-device-targeting-config --config=mydtc.json --device-properties=deviceproperties.json
The device properties file should be a JSON file following the DeviceProperties protobuf structure. For example:
{
"ram": 2057072640,
"device_id": {
"build_brand":"google",
"build_device":"redfin"
},
"system_features": [
{
"name":"android.hardware.bluetooth"
},
{
"name":"android.hardware.camera"
}
]
}
Uploading your Android App Bundle to Google Play
Via API
You can use the Google Play Developer API to upload your Android App Bundle to Google Play, and link a specific Device Tier Targeting configuration to your build.
There is a
general overview of the Edits methods here,
along with
deeper examples on releasing to the different tracks in Google Play Console
(for the last link, you'll want to use the
AAB-friendly APIs
instead of the
APK-friendly API,
which are listed in the page). To specify the device tier config for
your build, you will add the config id to the deviceTierConfigId
query parameter while calling the
edits.bundle.upload
method, like this:
https://androidpublisher.googleapis.com/upload/androidpublisher/v3/applications/{packageName}/edits/{editId}/bundles?deviceTierConfigId="{deviceTierConfigId}
Via Google Play Console
You can follow the instructions here to upload your Android App Bundle. The latest DTC config will be applied to your App Bundle.
You can verify that your bundle was built correctly by going to App Bundle Explorer (with the correct build selected) > Delivery, and click on each asset pack. It should show that you have the N tiers you created. In this example, it shows that I have 3 tiers - 0, 1, and 2 for my asset pack main_asset.
Verifying the correct tier is being delivered
Use the following method to ensure only the correct tier is being delivered to the device
adb shell pm path {packageName} |
You should see something like:
package:{...}/base.apk
package:{...}/split_config.en.apk
package:{...}/split_config.xxhdpi.apk
package:{...}/split_main_asset.apk
package:{...}/split_main_asset.config.tier_2.apk
Auxiliary
Quick Start using Curl
Below is an example (using the command line tool curl) of creating a new device tier config, and using the Edits api to create a new edit, upload a new AAB (associating it with a specific device tier config), set the track/release config, and commit the edit. (thus making the change public). Make sure to have the location of:
- The key corresponding to your API client
- The package name of your app
First, create a device tier config, and take note of the
deviceTierConfigId
you'll receive upon a successful call.
curl -H "$(oauth2l header --json $HOME/{apiKey} androidpublisher)" -XPOST -H "Content-Type: application/json" -d "{ device_groups: [ { name: 'high', device_selectors: [ { device_ram: { min_bytes: 7516192768 }, }, { included_device_ids: [ { build_brand: 'google', build_device: 'flame' } ], } ] }, { name: 'medium', device_selectors: [ { device_ram: { min_bytes: 4294967296, max_bytes: 7516192768 }, } ] } ], device_tier_set: { device_tiers: [ { level: 1, device_group_names: [ 'medium' ] }, { level: 2, device_group_names: [ 'high' ] } ] } }" https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/deviceTierConfigs
Start an edit - you will get an id and expiry time for the edit. Save the id for the following calls.
curl -H "$(oauth2l header --json $HOME/{apiKey} androidpublisher)" -XPOST https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/edits
Upload the AAB, specifying the device tier config as a query parameter - if the call is successful, you will see a version code, sha1 and sha256 of the build. Save the version code for the next call.
curl -H "$(oauth2l header --json $HOME/{apiKey} androidpublisher)" --data-binary @$HOME/{aabFile} -H "Content-Type: application/octet-stream" -XPOST https://androidpublisher.googleapis.com/upload/androidpublisher/v3/applications/{packageName}/edits/{editID}/bundles?deviceTierConfigId="{dttConfigID}"
Assign the AAB to the desired track (for testing, it is recommended to use the internal test track, but you can read more about the different tracks here), here we do a simple rollout without release notes, but you can read this page to learn more about how to staged rollouts, draft releases, and release notes. If this is your first time using the Publisher API, we recommend creating this as a draft release, and completing the release on your Google Play Console to ensure everything was configured correctly.
curl -H "$(oauth2l header --json $HOME/{apiKey} androidpublisher)" -XPUT -H "Content-Type: application/json" -d "{ releases: [{status: '{status}'</code>, <code><strong>versionCodes</strong></code>: <code>['{versionCode}']</code> <code><strong>}]}</strong></code>" <code>https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/edits/{editID}/tracks/{track}
Commit changes (proceed with caution, as this will make all changes go live on Play to the desired track)
curl -H "$(oauth2l header --json $HOME/{apiKey} androidpublisher)" -XPOST https://androidpublisher.googleapis.com/androidpublisher/v3/applications/{packageName}/edits/{editID}:commit