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These shouldn't be called if context is not activity. It's a bug if they are called.
Is manifest file the only one that's missing in there?
Blind guess: how long is the path to project? Maybe path to manifest it exceeds 260 characters?
Are you requesting a specific accuracy? Not that not all iPads have GPS, so they may use location from wi-fi etc. that is of low accuracy.
Permission.HasUserAuthorizedPermission is Android-only API, it returns true elsewhere. Starting location service will ask users permission, if not...
Could you extract the stack trace for it?
Please report a bug. %i is a placeholder for system error code, having a value would give at least some clue.
If that is .NET dll, then report a bug with a project containing that dll.
Could you explain what you mean by "dynamic types"? What are the features that don't work with il2cpp?
Sounds like you have to rethink your solution: https://stackoverflow.com/questions/73620790/android-13-how-to-request-write-external-storage
Deploying to iPhone/iPad is only possible using Xcode. You can export Xcode project on Windows or Linux, but you need Mac to build and deploy the app.
If certificate handler isn't called, it means it's not an issue with certificate. Could be bad server configuration or TLS version too new and not...
In context of app - neither. All manifests are combined into one. Build apk and open it in Android Studio to see it. To be 100% sure - build app...
Try opening the bundle in Android Studio, manifest should be in main apk.
No, it could also mean manual configuration with incorrect proxy URL. That's what the error means - Unity obtained URL to proxy from Windows...
That's not ideal. Given your original code, create UnityWebRequest using operator new and pass the handlers parameters:...
Unity doesn't support automatic proxy configuration. It should be able to take proxy address and login&password from system, but it can't run...
Maybe the issue is caused by UploadHandler that is automatically assigned by Post()? With your current setup you may just create UnityWebRequest...
I've just tried to change your URL to use https and it worked just fine on my browser.
It looks like the stack wasn't resolved properly. Something intermixed or simply wrong there (like symbol files not matching the real binaries)....