Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.
History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by the Wayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.
To use ArchiveBot, drop by #archivebot on EFNet. To interact with ArchiveBot, you issue commands by typing it into the channel. Note you will need channel operator permissions in order to issue archiving jobs. The dashboard shows the sites being downloaded currently.
There is a dashboard running for the archivebot process at http://www.archivebot.com.
ArchiveBot's source code can be found at https://github.com/ArchiveTeam/ArchiveBot.

This page contains instructions on how to build your Unity application for Android as well as considerations to be aware of when you do. For information on the build process for Android and the tools Unity uses, see How Unity builds Android applications.
Instead of building your application, you can also export the Unity project as a Gradle project and import that into Android Studio. This is useful if you want more control over the build pipeline, want to see or modify the Android App Manifest that Unity generates for your application, or integrate Unity-powered features into another Android application. For more information, see Exporting an Android project.
Some digital distribution services that host Android applications have particular requirements that can change the build process. For example, Google Play requires your application to be an Android App Bundle (AAB) and not an APK. If you are targeting a specific digital distribution service with your build, see the documentation for that Digital distribution service first to check if the requirements differ.
Before you create a build, configure your project’s settings so that Unity builds the application with the runtime settings and build system properties you want. There are two sets of settings that configure a Unity build:
Unity can build Android applications in the following publishing formats:
By default, Unity builds Android applications in the APK publishing format. To make Unity build the Android application as an AAB:
To build your Unity application for Android:
If you selected Build and Run, when Unity creates the build:
Tip: After you specify the output path the first time, you can use Ctrl+B (macOS: Cmd+B) keyboard shortcut to build and run the application.
Some digital distribution services have a limit on the initial install size of your application. Unity includes the following methods to help you to optimize the install size:
If your output application uses APK format, the Split APKs by target architecture Player Setting optimizes the application download and installation size. Instead of producing one APK that contains binaries for every target CPU architecture selected in the Target Architectures Player Setting, Unity creates a separate APK for each CPU architecture. You can upload this set of APKs to digital distribution services which serve the APK with the correct target CPU architecture to each device that downloads your application.
This is primarily a Google Play feature and may not work for other digital distribution services. For more information, see Multiple APK support.
Note: Google Play requires new applications to be AABs and not APKs. When you upload an AAB, Google Play automatically generates and serves optimized APKs for each device configuration.
You can split your output application to make the initial install size smaller. The device can install a lighter version of your application and then download assets separately. If your output application uses APK format, Unity can split the application into a main APK and an expansion file (OBB). For more information see APK expansion files. If your output application uses AAB format, Unity can split the application into a base module and asset packs. For more information, see Play Asset Delivery.
To split the application binary:
You can change the method Unity uses to compress resource files for the application. This can reduce the size of the application but can increase loading times if the method means data takes longer to decompress.
For more information, see Compression Method.
You can use ProGuard minification to decrease the size of the application and improve performance.
To enable ProGuard minification:
Note: ProGuard might strip out important code that your application relies on, so check any builds that you minify.
For more control over the minification process, generate a custom proguard.txt file and configure it to specify what not to strip. To generate the file, select Custom Proguard File in the Publishing Settings section. This generates the proguard.txt file in your project’s Assets/Plugins/Android folder. For information on how to configure ProGuard minification, see the ProGuard documentation.