Hi there, I've been struggling for multiple days now trying to enable Multidex in order to build my project with Appodeal (which breaks the 64k methods limit) with Unity 2019.3 (betas 7 to 10). I've been through many issues, that I'm going to try to quickly describe here, as I'm sure it could spare some users some tears! What I've done 1) I've created a cutsom mainTemplate.gradle file, in which I've added 'multiDexEnabled true' in the default config, and 'com.android.support:multidex:1.0.3' as a dependency. When doing that, I've hit the issue described in this post: "More than one file was found with OS independent path 'androidsupportmultidexversion.txt'". cc @justtime 2) By exporting the project and using the command gradle androidDependencies, I've been able to see that my compiled project contained both 'com.android.support:multidex:1.0.3' and 'androidx.multidex:multidex:2.0.0' dependencies. I honestly don't know where the androidX version comes from... anyone has a guess? To fix this issue, I've pinned the multidex dependency as 'androidx.multidex:multidex:2.0.0', allowing the jar resolver to merge multidex deps properly, and I added android:name="androidx.multidex.MultiDexApplication" to the application tag in my custom AndroidManifest.xml. 3) At this point, not more weird gradle error... except that multidex is not enabled at all, as I encounter the following issue again: "D8: Cannot fit requested classes in a single dex file.". I'm back to the start... How is that possible? I can see that androidx.multidex is properly added as a dependency, I have properly set multiDexEnabled to true and edited my manifest file as described above. Possible hint? In this post @JuliusM talks about the recent changes to the build.gradle files made to get Unity working as a library. I've dig a bit into that, but I've basically no experience regarding Android development and build config. Should `multiDexEnabled true` be set in the launcher's gradle.build file instead of the libreary's gradle file? If yes, how should developers proceed without having to export their game to Android Studio? I've honestly lost days on this, so any help would be greatly appreciated guys! Anyone from @PavelLU 's team maybe? Thanks a lot in advance.