anchor.diff:  You can use the jMonkeyEngine SDK to save (theoretically) any jMonkeyEngine app as Android app. But the application has to be prepared for the fact that Android devices have a smaller screen resolution, touchscreens instead of mouse buttons, and (typically) no keyboards.
   
   *  *Inputs:* Devise an alternate control scheme that works for Android users (e.g. using com.jme3.input.controls.TouchListener). This mobile scheme is likely quite different from the desktop scheme.
  -*  *Effects:* Android devices do no support 3D features as well as PCs – or even not at all. This restriction includes post-processor filters (depth-of-field blur, bloom, light scattering, cartoon, etc), drop shadows, water effects, 3D Audio. Be prepared that these effects will (at best) slow down the application or (in the worst case) not work at all. Provide the option to switch to a low-fi equivalent! 
  +*  *Effects:* Android devices do no support 3D features as well as PCs – or even not at all. This restriction includes post-processor filters (depth-of-field blur, bloom, light scattering, cartoon, etc), drop shadows, water effects, 3D Audio. Be prepared that these effects will (at best) slow down the application or (in the worst case) not work at all. Provide the option to switch to a low-fi equivalent!
   *  *Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++:* Use different base UI layout XML files for the mobile version of your app to account for a different screen resolution.
   
   *Best Practice:* Ideally, you write the core application code in a way that it checks for the environment it's being run on, and automatically adapts the device's limitations by switching off effects, changing input mechanisms etc. Learn how to <<jme3/advanced/read_graphic_card_capabilites#,read graphic card capabilites>> here.
  
positive.code: *Be aware that logging has been identified as having a significant performance hit in Android applications. If getting poor performance please try turning logging either down or off and retesting.*
  
  
  ==== Installing NBAndroid
  
  Activating the nbandroid plugin in the jMonkeyEngine SDK is optional, but recommended. You do not need the nbandroid plugin for Android support to work, however nbandroid will not interfere and will in fact allow you to edit the android source files and project more conveniently. To be able to edit, extend and code android-specific code in Android projects, install NBAndroid from the update center:
  
  
negative.code: When you have a mobile project in the “important files” section you have an “Android Properties” file. +
  There are 2 entries in this file : +
  key.store=path/to/your/keystore/on/your/drive/mykeystore.keystore +
  key.alias=mykeystorealias
  
  If those entries are filled, the apk will be signed during the build. +
  You’ll be prompted when building to enter the password (twice). It will generate a signed apk in the dist folder of your project.
  