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Google Play API warnings started today

Discussion in 'Android' started by Kurt-Dekker, May 12, 2019.

  1. Jushik

    Jushik

    Joined:
    Oct 11, 2016
    Posts:
    6
    Same bunch of warnings here
     
  2. DUBBTI

    DUBBTI

    Joined:
    May 24, 2018
    Posts:
    2
    Also got it...


    StrictMode policy violation: android.os.strictmode.NonSdkApiUsedViolation: Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V
    at android.os.StrictMode.lambda$static$1(StrictMode.java:428)
    at android.os.-$$Lambda$StrictMode$lu9ekkHJ2HMz0jd3F8K8MnhenxQ.accept(Unknown Source:2)
    at java.lang.Class.getDeclaredConstructorInternal(Native Method)
    at java.lang.Class.getConstructor0(Class.java:2325)
    at java.lang.Class.getDeclaredConstructor(Class.java:2166)
    at bitter.jnibridge.JNIBridge$a.<init>(Unknown Source:25)
    at bitter.jnibridge.JNIBridge.newInterfaceProxy(Unknown Source:8)
    at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
    at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:193)
    at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
     
  3. F-icaro

    F-icaro

    Joined:
    Jan 7, 2014
    Posts:
    1
    I've got the same errors.

    I used Unity 2019.4.23f1 to build my game and test in pre-reporting in GooglePlay before the launch of the production version.


    StrictMode policy violation: android.os.strictmode.NonSdkApiUsedViolation: Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V
    at android.os.StrictMode.lambda$static$1(StrictMode.java:428)
    at android.os.-$$Lambda$StrictMode$lu9ekkHJ2HMz0jd3F8K8MnhenxQ.accept(Unknown Source:2)
    at java.lang.Class.getDeclaredConstructorInternal(Native Method)
    at java.lang.Class.getConstructor0(Class.java:2325)
    at java.lang.Class.getDeclaredConstructor(Class.java:2166)
    at bitter.jnibridge.JNIBridge$a.<init>(Unknown Source:25)
    at bitter.jnibridge.JNIBridge.newInterfaceProxy(Unknown Source:8)
    at com.unity3d.player.UnityPlayer.nativeRender(Native Method)
    at com.unity3d.player.UnityPlayer.access$300(Unknown Source:0)
    at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:95)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:193)
    at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)


    So... I changed de Unity version (I use the Unity 2019.4.x version), I've downloaded the Unity 2020.3.2 and Unity 2021.1.1. GooglePlay uses the Firebase Test Lab, so I've decided use it to test the APK. In all API versions, the APK test shows me the same error, in same API version that is the API 29 (10), and I've tested in all available devices with API 29, see this:
    upload_2021-4-12_15-10-7.png


    Error and Warning in API's 29 that was crashed (3 virtual devices):

    upload_2021-4-12_15-14-28.png


    Just a warning in API's 29 approved (2):

    upload_2021-4-12_15-16-17.png


    I builded an simple APK in Unity versions (2019.4.23f1 / 2019.4.24f / 2020.x and 2021.x), without script, just to verify these error and warning, Firebase Test shows me the same error and same warning, "passed" in same 2 devices with API 29 (Pixel 4 and SM-G981U1), and crashed in same 3 virtual devices with API 29 (Pixel 2, Google TV Amati, Low resolution MDPI phone):
    upload_2021-4-12_16-34-33.png


    Same error and warning in APK TestApp (without scripts):
    upload_2021-4-12_16-36-2.png


    P.S: In some virtual devices, the APK is "passed" with warning that is the same from the pre-reporting in GooglePlay, in other, the APK crashed or is skipped.

    I've submitted an request for the Unity Support, they say me that is an technical question, but how I / We resolve it to avoid that the App game wasn't removed from GooglePlay?
     
    Arttmptt likes this.
  4. cheesemaster

    cheesemaster

    Joined:
    Sep 4, 2012
    Posts:
    33
    @Unity, please don't forget about developers who are stuck on 2017 because they wrote projects which heavily depend on Unityscript and Legacy GUI systems, thinking they were flagship and can't update Unity beyond.

    Our warnings in Firebase Test Lab are:

    Your app uses 2 non-SDK interfaces, which are incompatible with Android P+.

    Landroid/media/AudioTrack;->getLatency()I
    Landroid/media/AudioManager;->getOutputLatency(I)I

    When deployed to API 30 (only plugin is GoogleMobileAds).

    It would be helpful to know what tolerable solutions could put this to bed, for instance disabling audio or setting it up differently and how might one do so only for specific APIs.

    Thanks
     
  5. BTippen

    BTippen

    Joined:
    Jul 9, 2019
    Posts:
    6
    Any news on this issue? I am getting this in 2021
     
  6. Loksta8

    Loksta8

    Joined:
    Apr 19, 2021
    Posts:
    5
    Same happened to me... Are you guys using Google Play Game Services when this happened to you all? This started when I imported that plugin into my project.

    Stack called 10 times
    My error:
    StrictMode policy violation: android.os.strictmode.NonSdkApiUsedViolation: Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V
    at android.os.StrictMode.lambda$static$1(StrictMode.java:428)
    at android.os.-$$Lambda$StrictMode$lu9ekkHJ2HMz0jd3F8K8MnhenxQ.accept(Unknown Source:2)
    at java.lang.Class.getDeclaredConstructorInternal(Native Method)
    at java.lang.Class.getConstructor0(Class.java:2325)
    at java.lang.Class.getDeclaredConstructor(Class.java:2166)
    at bitter.jnibridge.JNIBridge$a.<init>(Unknown Source:25)
    at bitter.jnibridge.JNIBridge.newInterfaceProxy(Unknown Source:8)
    at com.unity3d.player.UnityPlayer.nativeFocusChanged(Native Method)
    at com.unity3d.player.UnityPlayer.access$000(Unknown Source:0)
    at com.unity3d.player.UnityPlayer$e$1.a(Unknown Source:15)
    at com.unity3d.player.UnityPlayer$e$1.handleMessage(Unknown Source:146)
    at android.os.Handler.dispatchMessage(Handler.java:102)
    at android.os.Looper.loop(Looper.java:193)
    at com.unity3d.player.UnityPlayer$e.run(Unknown Source:20)
     
  7. cheesemaster

    cheesemaster

    Joined:
    Sep 4, 2012
    Posts:
    33
    If you're getting these errors what happens if you run a robo-test in Firebase's Test Lab* on a Google Pixel 5e?

    I'm still trying to figure out if there's a connection between the total-crash black screen on a Google Pixel 4 and Google Pixel 5e and the only warning that test-lab spits out:

    Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V

    If you're having that error (still present in Unity 2021.1.6f) please let me know if you get the same screen:

    web-build_2021-05-12T21_17_58.883Z_b3eo_redfin-30-en_US-landscape_artifacts_1.png

    *Test Lab uses the same tech as the pre-launch report but you can schedule tests whenever suits, register an account on Firebase website it takes 5 mins
     
  8. cheesemaster

    cheesemaster

    Joined:
    Sep 4, 2012
    Posts:
    33
    Amazingly, this black-screen issue is 100% reproducible with a new project built in Unity 2021.1.6f1:

    Steps:

    • Make a new folder for the project.

    • Ensure Unity 2021 has Android Build support and modules added for the SDK and JDK:

    1.png
    • Ensure that Unity's external tools paths are set to recommended:
    2.png

    • Use UnityHub to create a new project within Unity 2021, selecting the new project folder.
    • Set target platform to Android.
    • Build APK with default settings (note that API 30 is apparently the highest installed and therefore the target SDK in Player settings).
    • Upload APK to Firebase Test Lab and run a robo test on any of the physical devices running API 30 (Google Pixel 5e, or Google Pixel 4 when set to use API 30).

    Once complete, click on "Screenshots" and observe the black overlay over the rightmost 60% of the screen:
    web-build_2021-05-13T06_48_04.037Z_f9dd_redfin-30-en_US-landscape_artifacts_3.png

    Click on "Test Issues" and observe the sole warning:
    2.png

    I've been stuck on this for over 2 weeks. Please help. I can't release my app update knowing that perhaps on a significant proportion of modern API 30 devices, all of which I'll never be able to afford to buy for in-house debugging, a total crash might ruin the user experience from the second the app opens. I've posted this to Stack overflow and Firebase Google Groups and nothing, thought it was something wrong with my project but looks like a Unity issue?

    The app works fine on all other Firebase physical devices running API < 30.
     
  9. Starbox

    Starbox

    Joined:
    Sep 17, 2014
    Posts:
    288
    Hello, I've got a nice list of these warnings too.

    Some are repetitive. I access all of this through a renowned third party extension. Would the problem come from Unity or the extension on the asset store?
    Am I to expect black screens of death crash types or something on devices I do not own for testing purposes? :(
    Thus far they tell me there's been no crash but the warning foretell such possibilities in the future.
    Google Play Store acts like a roadblock that forces me to postpone an iOS release, it's crazy.
    In the Pre-Launch summary section, Screenshots, I have several black ones added by Google testers. Most warning are in the stability section. I'm using Google Play Services in the most basic way, they rely on Google's tools and yet I'm told API no dependo wid SDK. >:[
     
  10. kaarloew

    kaarloew

    Joined:
    Nov 1, 2018
    Posts:
    335
    If the third party extension has any Android code, it is very possible that it is causing the issues. SmartSelectionEventTracker points to WebView which AFAIK isn't included in default Unity Android builds.
     
  11. Starbox

    Starbox

    Joined:
    Sep 17, 2014
    Posts:
    288
    Sorta. I disregarded this because some of these warnings were saying this could come from the Android Webview library provided by none other than Google. The issue is with it being not public (see here).
    I just hope it won't be a real issue in the near future.
     
  12. yuliyF

    yuliyF

    Joined:
    Nov 15, 2012
    Posts:
    164
    2021.1.6f same bugs ..(
     
  13. Devster2020

    Devster2020

    Joined:
    Feb 12, 2018
    Posts:
    3
    Same error with Unity 2021.1.4f1

    I've got 11 warnings:


    Ljava/lang/invoke/MethodHandles$Lookup;-><init>(Ljava/lang/Class;I)V



    Landroid/content/Context;->bindServiceAsUser(Landroid/content/Intent;Landroid/content/ServiceConnection;ILandroid/os/Handler;Landroid/os/UserHandle;)Z



    Landroid/media/AudioManager;->getOutputLatency(I)I



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionAction(III)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionAction(IIILandroid/view/textclassifier/TextClassification;)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionModified(II)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionModified(IILandroid/view/textclassifier/TextClassification;)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionModified(IILandroid/view/textclassifier/TextSelection;)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;->selectionStarted(I)Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker;-><init>(Landroid/content/Context;I)V



    Landroid/view/textclassifier/logging/SmartSelectionEventTracker;->logEvent(Landroid/view/textclassifier/logging/SmartSelectionEventTracker$SelectionEvent;)V
     
    Rem777 likes this.
  14. Rem777

    Rem777

    Joined:
    Oct 29, 2018
    Posts:
    9
    same 13 warnings
    using Unity 2020.3.8f1 (64-bit)
     
  15. giantkilleroverunity3d

    giantkilleroverunity3d

    Joined:
    Feb 28, 2014
    Posts:
    256
    yuliyF likes this.
  16. lucasairesgodinho1

    lucasairesgodinho1

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    Oct 8, 2020
    Posts:
    3
  17. raydekk

    raydekk

    Joined:
    Mar 14, 2013
    Posts:
    78
    If you enable proguard, the warnings disappear. Anyone else tried it?
     
  18. gun_man

    gun_man

    Joined:
    Sep 19, 2020
    Posts:
    9
    Nope, the problem persist. Idk im gonna ignore this warning tbh
     
  19. FogCZ

    FogCZ

    Joined:
    Apr 30, 2020
    Posts:
    27
    The issue still persists in 2020.3.0f1 Unity devs really seem to forget about this or just leave it...
     
  20. raydekk

    raydekk

    Joined:
    Mar 14, 2013
    Posts:
    78
    I'm using Unity 2020.3.14f and proguard and getting only this:

    Warning
    This App Bundle contains native code, and you've not uploaded debug symbols. We recommend you upload a symbol file to make your crashes and ANRs easier to analyze and debug.
     
  21. gun_man

    gun_man

    Joined:
    Sep 19, 2020
    Posts:
    9
    not sure but i think the issue comin from google side. i got this error for my recent published app, the old one is fine.
    aab or apk?
     
  22. raydekk

    raydekk

    Joined:
    Mar 14, 2013
    Posts:
    78
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