Hi there! I have to use different cpu architectures for my plugin(.so). What is right way for placing them? When i store it in Assets/Plugins/Android/LibraryName/x86(or arm64), they are not included in build, only "Assets/Plugins/Android" path is working.
The hardcoded paths were deprecated long ago, unless you're using very old Unity version, you simply click on a plugin, and change appropriate plugin settings.
I try to put my .so plugins in just Plugins/LibraryName folder, select Android, architecture, but they are not included in build. On start i got some kind of Code (CSharp): Unable to find libraryname If i put it just in Plugins/Android it's working fine.
There are Android specific CPU settings as well, it's not enough to select Android as compatible platform, you also need to specify compatible CPU architecture for plugin
I did it. Selected related to library compatible CPU architecture. Problem is that only libs from Assets/Plugins/Android include in builds. If i put them in Assets/Plugins/LibName they not include in build. Unity 2017.4.31f, both mono and il2cpp
Sounds like a bug then, I do think we have tests that cover this scenario in 2018.x, not sure about 2017.4.31f.
For my case 2018.2 shows the same result. I made 2 projects, please check them out, may be i've done something wrong? https://yadi.sk/d/fXswTG1kcx0hkw Also, i found if i firslty put plugins in Android they will be in build, then i move them into the Plugins/LibName, they are not in build, then back to the Plugins/Android, and they are still not in build, but in first time they was. Edit2: Also found, that sometimes it's working for Plugins/LibName folder(if i delete plugins, and copy/paste them again into that folder), but behavior is not constant.