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New Google Play Requirements - August 2018

Discussion in 'Android' started by Yury-Habets, Dec 20, 2017.

  1. Yury-Habets

    Yury-Habets

    Unity Technologies

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    Earlier this week Google announced important changes to the Google Play requirements: target API level 26 (Android 8.0 Oreo) or higher will be required for new submissions starting August 2018, and all submissions starting November 2018; 64-bit support becomes mandatory for submissions in August 2019. Read our blog post for more details on how we’re working on helping you prepare for these changes.
     
  2. protopop

    protopop

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    Will Unity 5.X licenses be able to export to 64bit Android?
     
  3. Yury-Habets

    Yury-Habets

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    At the moment we're not planning to add 64-bit support to Unity 5.x. (Note the 64-bit requirement is enforced in almost 2 years from now).
     
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  4. protopop

    protopop

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    Cool - thanks for the reply and good luck with the coding:)
     
    Yury-Habets likes this.
  5. javierfed

    javierfed

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    I am having issues getting unity to register my installed 8.0 SDK... I don't know what I am missing, or if its an issue somewhere else. I have installed the sdk through the Android SDK manager, can I get a link or some guidance on updating my unity version (unity version 2017.3.1f1 64bit personal set to Android <DX11 on DX9GPU>
     
  6. JuliusM

    JuliusM

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    If I understood you correctly, you are talking about "Target API Level" in the editor. Unfortunately for now the values there are not filled in dynamically. If you have installed API level 26 (Android 8 Oreo), just set Target API Level to "Automatic (highest installed)".
     
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  7. KB73

    KB73

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  8. JuliusM

    JuliusM

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    We are working on it, but don't have an ETA yet. Also please note that the requirement for 64-bit support will only start in August 2019 which is next year.
     
    KB73 likes this.
  9. game_apps

    game_apps

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    Will mono ever have android 64 bit support on android ? If yes, then when ?
    Will il2cpp become a default scripting backend on android ? or it will remain as mono?

    @JuliusM
     
  10. Yury-Habets

    Yury-Habets

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    @game_apps there are no plans to support Mono 64-bit at the moment.
     
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  11. atomicjoe

    atomicjoe

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    I don't understand very well why there is a minimal and a target API for Android.
    I mean, if you use a minimal API of Android 4.2 and a target API of Oreo 8.1 how does this affect the build?
    Will the game run slower than setting the same minimum and target? Will it make a bigger APK?
    What's the "Target" API even for?
     
  12. JuliusM

    JuliusM

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    Everything is explained here https://developer.android.com/guide/topics/manifest/uses-sdk-element
     
  13. atomicjoe

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    Thanks, but that doesn't seem to apply very much to Unity.
    Is Unity building more efficiently by using the latest API or is it the same as the oldest API?
    Will the game run faster? Any benefits?
     
  14. Yury-Habets

    Yury-Habets

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    The target API means "I have tested my app against this API level and it works correctly". This is not like saying "your app can't run on phones with API level more than this", but is rather a soft statement "this app is guaranteed to work on phones up to your_target_api_level, everything higher than that is at your own risk"

    A Unity game, generally, won't run faster if you set a higher target API. But some of the Android functionality may work differently, improving user experience and/or security of the app. This is why we recommend testing against the latest Android version available, and setting the corresponding target API level.
     
    protopop and atomicjoe like this.
  15. UnitedMG

    UnitedMG

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    I thought that MonoBleedingEdge is ready for Android arm64. Are there any issues at Unity side that makes it hard to support it?
     
  16. game_apps

    game_apps

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    Yes, interesting info to know @Yury-Habets
     
  17. Yury-Habets

    Yury-Habets

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    @JoshPeterson maybe you have anything to share about arm64 support on mono?
     
  18. UnitedMG

    UnitedMG

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    @JoshPeterson also, may we volunteer in this case? Would you accept pull request regarding arm64 support on mono?
     
  19. UnitedMG

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    Sorry to bump this thread again but I'd like to add that Xamarin.Android already supports arm64-v8a, although experimentally.
     
  20. game_apps

    game_apps

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  21. Yury-Habets

    Yury-Habets

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    General question: is there a reason why you would prefer Mono to IL2CPP? Do you need the JIT functionality?
     
    Last edited: Jan 25, 2019
  22. game_apps

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    Yes, JIT
     
  23. Yury-Habets

    Yury-Habets

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    What kind of JIT functionality do you need?
     
  24. Tx

    Tx

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    Hello, I have a few question about this Google requirement and since in our studio we use Unity but didn't ever delve too much in the lower level stuff I have a little trouble understanding the expected workflow.

    Currently the build process in our projects was "Export in Gradle" -> "Import in Android Studio" and fix a few library links or a couple of lines of Gradle files. Backend was Mono and all was working fine.
    Now, questions (I'm sure a few will be very naive but we never developed native Android so bear with me):
    - do we have to enable IL2CPP and enable the check ARM64 Experimental?
    - if we export and build in Android Studio do we need anyway to enable IL2CPP / ARM64?
    - Mono 64-bit is not expected to come before the deadline? Do you ever plan to support it?
    - I have a big red crash trying to do a simple IL2CPP / ARM64 export, is there any checklist to follow to pinpoint the problem?
    - If I have a JAR library do I have to check that every developer has a 64 bit version that I have to import too?

    Thanks.
    p.s. I would suggest making a tutorial about this. I think it's a deal breaker for many to have to mess a lot in a cross-platform engine just to get 64 bit running.
     
  25. Yury-Habets

    Yury-Habets

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    That's a whole lot of questions.

    Let me answer 1by1:

    1. Yes.
    2. Yes. When you export, Android Studio will just build the APK from the binaries, so the arm64 binaries must be present. To do that, you need to enable arm64 in the Player settings.
    3. There are no plans to support mono 64 bit at the moment.
    4. Not unless you share some details about the "big red crash". :)
    5. .jar plugins are pure Java, and nothing needs to be done to them. However if you have any native plugins (*.so, maybe inside an .aar archive) then you need to make sure that the armeabi-v7a version is present as well as the arm64-v8a.
     
    Tx likes this.
  26. Yury-Habets

    Yury-Habets

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    Tx likes this.
  27. Tx

    Tx

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    About the 4th point, I'm trying to undestand what's the problem.

    In these few days I discovered that just a blank project with a simple script doesn't export to Gradle.
    I use:
    - Unity2018.3.4f1
    - android-ndk-r16b
    - Android Studio 3.3
    and when I export after a little time the compiler crashes.

    il2cpp.exe didn't catch exception: System.AggregateException: Si sono verificati uno o pi� errori. ---> System.ComponentModel.Win32Exception: Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    "Impossibile trovare il file specificato" <-- in italian means "it's impossible to find the file" but it doesn't tell me what file is and so I have no idea what I could miss.

    I saw other messages in the forum so I did install too:
    -- Visual Studio 2017 Community C++ support components.
    -- Android Studio : CMAKE
    -- Android Studio : LLDB
    but nothing changed...

    Thanks for the link for the Android documentation. But is there a list of programs I should have installed and what version should they be? Just trial and error and hoping to find the right combination of software is a little time expensive...

    Thanks for your time, I really hope you save me here because I'm stuck.

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    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Pass 'RGBAExternal_To_RGBA' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Setting to default shader.
    Warming cache for 527 main assets: 0.001067 seconds elapsed
    Initializing Unity extensions:
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Timeline/Runtime/UnityEngine.Timeline.dll' GUID: 6a10b2909283487f913b00d94cd3faf5
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/TestRunner/portable/nunit.framework.dll' GUID: 405b9b51bb344a128608d968297df79c
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll' GUID: f70555f144d8491a825f0804e09c671c
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll' GUID: f5f67c52d1564df4a8936ccd202a3bd8
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll' GUID: 844f815391db42d49455cbf1a7bfc434
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Networking/Standalone/UnityEngine.Networking.dll' GUID: dc443db3e92b4983b9738c1131f555cb
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/Runtime/UnityEngine.SpatialTracking.dll' GUID: ed7343f30e3843b3afda8f8b02669cea
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/Editor/UnityEditor.GoogleAudioSpatializer.dll' GUID: 4a3ecb1425d14502837abea459cf2b70
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Networking/Editor/UnityEditor.Networking.dll' GUID: 5f32cd94baa94578a686d4b9d6b660f7
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/Editor/UnityEditor.SpatialTracking.dll' GUID: b5da970776034f77a070d99423d68791
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll' GUID: 870353891bb340e2b2a9c8707e7419ba
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll' GUID: 53ebcfaa2e1e4e2dbc85882cd5a73fa1
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/RuntimeEditor/UnityEngine.GoogleAudioSpatializer.dll' GUID: ead147da21254ff9a0a936bdd75e1680
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/Runtime/UnityEngine.GoogleAudioSpatializer.dll' GUID: e4f4cf1b9b434137a499903a7a1d651a
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityVR/Editor/UnityEditor.VR.dll' GUID: 4ba2329b63d54f0187bcaa12486b1b0f
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/RuntimeEditor/UnityEngine.SpatialTracking.dll' GUID: 3a84de5cd0624681b6b6dcd8921d912a
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/GUISystem/Editor/UnityEditor.UI.dll' GUID: 80a3616ca19596e4da0f10f14d241e9f
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/TestRunner/Editor/UnityEditor.TestRunner.dll' GUID: 4113173d5e95493ab8765d7b08371de4
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/TestRunner/net35/unity-custom/nunit.framework.dll' GUID: 4b3fa4bde7f1451a8218c03ee6a8ded8
    'C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Timeline/Editor/UnityEditor.Timeline.dll' GUID: 7668179ede524d6396c8b7d84461ea29
    WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Pass 'Flip_RGBARect_To_RGBA' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Setting to default shader.
    WARNING: Shader Unsupported: 'VR/SpatialMapping/Wireframe' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'VR/SpatialMapping/Wireframe' - Setting to default shader.
    WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Pass 'RGBAExternal_To_RGBA' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeAndroid' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
    Load scene 'Assets/Scenes/SampleScene.unity' time: 0.022808 ms
    LightmapEditorSettings: switching bake backend from 1 to 0.
    Unloading 287 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 132.7 MB.
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    Unloading 96 unused Assets to reduce memory usage. Loaded Objects now: 1008.
    Total: 3.759069 ms (FindLiveObjects: 0.289378 ms CreateObjectMapping: 0.017961 ms MarkObjects: 2.217808 ms DeleteObjects: 1.233066 ms)

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initialized touch support.

    <RI> Initializing input.

    <RI> Input initialized.

    Refreshing native plugins compatible for Editor in 5.06 ms, found 3 plugins.
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.19 seconds
    EditorUpdateCheck: Response {"updateinterval":3600} updateurl = interval = 3600
    Created GICache directory at C:/Users/Tiziano/AppData/LocalLow/Unity/Caches/GiCache. Took: 0.079s, timestamps: [109.709 - 109.787]
    Issue TrimJob to reduce GI Cache size to maximum 10GB at: 'C:/Users/Tiziano/AppData/LocalLow/Unity/Caches/GiCache'
    Setting up 2 worker threads for Enlighten.
    Thread -> id: 5bec -> priority: 1
    Thread -> id: 6264 -> priority: 1
    TrimDiskCacheJob: Current cache size 6mb
    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.028303s
    Asset Scan time: 0.024329s
    Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
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    Asset Import (Non Scripting) time: 0.000000s (count: 0)
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    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.030821s
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    Asset Import (Non Scripting) time: 0.000000s (count: 0)
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    Refresh: detecting if any assets need to be imported or removed ...

    Refresh Completed time: 0.031939s
    Asset Scan time: 0.027967s
    Asset Hashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Scripting) time: 0.000000s (count: 0)
    Post Processs Assets (Scripting) time: 0.000000s
    Asset Rehashing: 0.000000s [0 B, 0.000000 mb/s]
    Asset Import (Non Scripting) time: 0.000000s (count: 0)
    Post Process Assets (Non Scripting) time: 0.000000s
    Dependent Assets to Import Queue time: 0.000000s

    <RI> Initialized touch support.

    Operation UnityEditor.PackageManager.Requests.ListRequest Done
    Current xiaomi package version is empty
    Operation UnityEditor.PackageManager.Requests.SearchRequest Done
    Latest xiaomi package version is empty
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Pass 'Flip_RGBARect_To_RGBA' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VideoDecodeOSX' - Setting to default shader.
    Script Compilation Pipeline Post Process Assets time: 0.000451s
    Assembly Updater Post Process Assets time: 0.000399s
    Updating ProjectSettings/ProjectSettings.asset - GUID: 00000000000000004000000000000000...
    done. [Time: 47.242537 ms]
    Updating ProjectSettings/UnityConnectSettings.asset - GUID: 0000000000000000a100000000000000...
    done. [Time: 4.342958 ms]
    Script Compilation Pipeline Post Process Assets time: 0.000012s
    Assembly Updater Post Process Assets time: 0.000448s
    Refreshing native plugins compatible for Editor in 0.31 ms, found 3 plugins.
    Preloading 1 native plugins for Editor in 0.21 ms.
    Android PostProcess task "Checking prerequisites" took 12,9305 ms
    Android PostProcess task "Detect Java Development Kit (JDK)" took 901,5452 ms
    AndroidSDKTools:

    root : C:/Android/Sdk
    tools : C:/Android/Sdk\tools
    platform-tools: C:/Android/Sdk\platform-tools
    build-tools : C:\Android\Sdk\build-tools\28.0.3

    adb : C:/Android/Sdk\platform-tools\adb.exe
    aapt : C:\Android\Sdk\build-tools\28.0.3\aapt.exe
    zipalign : C:\Android\Sdk\build-tools\28.0.3\zipalign.exe

    AndroidJavaTools:
    java : C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\OpenJDK\Windows\bin\java.exe
    heapsize : 4096

    Android PostProcess task "Detecting Android SDK" took 1529,6336 ms
    Android PostProcess task "Detect Android NDK" took 6,041 ms
    Android PostProcess task "Trying to find a suitable Android device" took 0,3096 ms
    BuildPlayer: start building target 13
    - Starting compile Library/ScriptAssemblies/Unity.TextMeshPro.dll
    - Starting compile Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
    - Finished compile Library/ScriptAssemblies/Unity.Analytics.DataPrivacy.dll
    Symbols will be read from Temp\Unity.Analytics.DataPrivacy.pdb
    Script Module: Unity.Analytics.DataPrivacy.dll
    Pass: 0 took 36 milliseconds
    Pass: 1 took 2 milliseconds
    - Finished compile Library/ScriptAssemblies/Unity.TextMeshPro.dll
    Symbols will be read from Temp\Unity.TextMeshPro.pdb
    Script Module: Unity.TextMeshPro.dll
    Pass: 0 took 40 milliseconds
    Pass: 1 took 8 milliseconds
    - Starting compile Library/ScriptAssemblies/Assembly-CSharp.dll
    - Finished compile Library/ScriptAssemblies/Assembly-CSharp.dll
    Symbols will be read from Temp\Assembly-CSharp.pdb
    Script Module: Assembly-CSharp.dll
    Pass: 0 took 21 milliseconds
    Pass: 1 took 0 milliseconds
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
    Opening scene 'Temp/__Backupscenes/0.backup'
    Load scene 'Temp/__Backupscenes/0.backup' time: 0.020242 ms
    LightmapEditorSettings: switching bake backend from 1 to 0.
    Unloading 29 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 142.5 MB.
    System memory in use after: 142.4 MB.

    Unloading 25 unused Assets to reduce memory usage. Loaded Objects now: 1242.
    Total: 9.955191 ms (FindLiveObjects: 0.343263 ms CreateObjectMapping: 0.013115 ms MarkObjects: 9.403803 ms DeleteObjects: 0.193869 ms)



    Mono dependencies included in the build
    Dependency assembly - System.Diagnostics.StackTrace.dll
    Dependency assembly - System.Globalization.Extensions.dll
    Dependency assembly - System.Runtime.Serialization.Xml.dll
    Dependency assembly - System.Xml.XPath.XDocument.dll
    Dependency assembly - netstandard.dll
    Dependency assembly - Mono.Security.dll
    Dependency assembly - System.ComponentModel.Composition.dll
    Dependency assembly - System.Configuration.dll
    Dependency assembly - System.Core.dll
    Dependency assembly - System.Data.dll
    Dependency assembly - System.Drawing.dll
    Dependency assembly - System.EnterpriseServices.dll
    Dependency assembly - System.IO.Compression.FileSystem.dll
    Dependency assembly - System.IO.Compression.dll
    Dependency assembly - System.Net.Http.dll
    Dependency assembly - System.Numerics.dll
    Dependency assembly - System.Runtime.Serialization.dll
    Dependency assembly - System.ServiceModel.Internals.dll
    Dependency assembly - System.Transactions.dll
    Dependency assembly - System.Xml.Linq.dll
    Dependency assembly - System.Xml.dll
    Dependency assembly - System.dll
    Dependency assembly - mscorlib.dll
    Dependency assembly - UnityEngine.UI.dll
    Dependency assembly - UnityEngine.Networking.dll
    Dependency assembly - UnityEngine.Timeline.dll
    Dependency assembly - UnityEngine.SpatialTracking.dll
    Dependency assembly - Assembly-CSharp.dll
    Dependency assembly - Unity.Analytics.DataPrivacy.dll
    Dependency assembly - Unity.TextMeshPro.dll

    Unloading 10 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 145.3 MB.
    System memory in use after: 145.3 MB.

    Unloading 10 unused Assets to reduce memory usage. Loaded Objects now: 1229.
    Total: 9.546069 ms (FindLiveObjects: 0.522022 ms CreateObjectMapping: 0.013685 ms MarkObjects: 8.992971 ms DeleteObjects: 0.016821 ms)

    [EnlightenBakeManager] m_Clear = false;
    Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 145.4 MB.
    System memory in use after: 145.4 MB.

    Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1238.
    Total: 9.271516 ms (FindLiveObjects: 0.294225 ms CreateObjectMapping: 0.013115 ms MarkObjects: 8.956763 ms DeleteObjects: 0.006272 ms)

    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
    WARNING: Shader Unsupported: 'VR/SpatialMapping/Wireframe' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'VR/SpatialMapping/Wireframe' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/VR/BlitTexArraySliceToDepth_MSAA' - Setting to default shader.
    WARNING: Shader Unsupported: 'AR/TangoARRender' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'AR/TangoARRender' - Setting to default shader.
    Unloading 1 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 146.5 MB.
    System memory in use after: 145.4 MB.

    Unloading 63 unused Assets to reduce memory usage. Loaded Objects now: 1230.
    Total: 11.765873 ms (FindLiveObjects: 0.608122 ms CreateObjectMapping: 0.024234 ms MarkObjects: 10.157043 ms DeleteObjects: 0.975334 ms)

    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth' - Setting to default shader.
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Pass '' has no vertex shader
    WARNING: Shader Unsupported: 'Hidden/BlitToDepth_MSAA' - Setting to default shader.
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Launched and connected shader compiler UnityShaderCompiler.exe after 0.03 seconds
    Compiled shader 'Hidden/Internal-DeferredShading' in 1.03s
    gles (total internal programs: 162, unique: 80)
    gles3 (total internal programs: 162, unique: 80)
    Android PostProcess task "Creating staging area" took 3,7457 ms
    Android PostProcess task "Generating Build Id" took 1,7762 ms
    Android PostProcess task "Preparing Unity resources" took 119,1578 ms
    Android PostProcess task "Splitting assets" took 14,9288 ms
    Android PostProcess task "Processing OBB assets" took 0,0916 ms
    Android PostProcess task "Preparing Unity libraries" took 163,9214 ms
    Android PostProcess task "Processing resources" took 4,0319 ms
    Android PostProcess task "Preparing APK resources" took 1015,2544 ms
    Android PostProcess task "Processing plugins" took 19,4942 ms
    Android PostProcess task "Processing Android libraries" took 5,1196 ms
    Android PostProcess task "Creating Android manifest" took 1339,6788 ms
    Unloading 11 Unused Serialized files (Serialized files now loaded: 0)
    System memory in use before: 145.7 MB.
    System memory in use after: 145.5 MB.

    Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 1230.
    Total: 10.711851 ms (FindLiveObjects: 0.539983 ms CreateObjectMapping: 0.013685 ms MarkObjects: 9.933523 ms DeleteObjects: 0.223520 ms)

    Android PostProcess task "Compiling resources" took 137,4872 ms
    Invoking UnityLinker with arguments: -out="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -d "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed --editor-settings-flag=Development --rule-set=Conservative
    C:\Program Files\2018.3.4f1\Editor\Data\il2cpp\build/UnityLinker.exe exited after 4745 ms.
    C:\Program Files\2018.3.4f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 738 ms.
    Invoking UnityLinker with arguments: -out="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\SharedInternals.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml" -d "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed --editor-settings-flag=Development --rule-set=Conservative
    C:\Program Files\2018.3.4f1\Editor\Data\il2cpp\build/UnityLinker.exe exited after 3072 ms.
    C:\Program Files\2018.3.4f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 424 ms.
    Invoking UnityLinker with arguments: -out="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\tempStrip" -x="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\..\platform_native_link.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Audio.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Core.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TextRendering.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityConnect.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\Animation.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UI.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\IMGUI.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\SharedInternals.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityAnalytics.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\UnityWebRequest.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\JSONSerialize.xml" -x "C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Whitelists\TLS.xml" -d "C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\Assembly-CSharp.dll" --include-unity-root-assembly="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed\UnityEngine.UI.dll" --dotnetruntime=il2cpp --dotnetprofile=unityaot --use-editor-options --include-directory=C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed --editor-settings-flag=Development --rule-set=Conservative
    C:\Program Files\2018.3.4f1\Editor\Data\il2cpp\build/UnityLinker.exe exited after 3508 ms.
    C:\Program Files\2018.3.4f1\Editor\Data\Tools/InternalCallRegistrationWriter/InternalCallRegistrationWriter.exe exited after 566 ms.
    Invoking il2cpp with arguments: --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Android/android-ndk-r16b" --map-file-parser="C:\Program Files\2018.3.4f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --directory="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed" --generatedcppdir="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\Il2Cpp\il2cppOutput"
    C:\Program Files\2018.3.4f1\Editor\Data\il2cpp/build/il2cpp.exe exited after 31003 ms.
    Failed running C:\Program Files\2018.3.4f1\Editor\Data\il2cpp/build/il2cpp.exe --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --compile-cpp --libil2cpp-static --platform="Android" --architecture="ARMv7" --configuration="Release" --outputpath="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a\libil2cpp.so" --cachedirectory="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Assets\..\Library\il2cpp_android_armeabi-v7a/il2cpp_cache" --additional-include-directories="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\bdwgc/include" --additional-include-directories="C:\Program Files\2018.3.4f1\Editor\Data\PlaybackEngines\AndroidPlayer/Tools\libil2cpp/include" --tool-chain-path="C:/Android/android-ndk-r16b" --map-file-parser="C:\Program Files\2018.3.4f1\Editor\Data\Tools\MapFileParser\MapFileParser.exe" --directory="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Managed" --generatedcppdir="C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\Il2Cpp\il2cppOutput"

    stdout:
    Building libil2cpp.so with AndroidToolChain
    Output directory: C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Temp\StagingArea\assets\bin\Data\Native\armeabi-v7a
    Cache directory: C:\_WORK_\_EPOCHAL_\__SVN__\works\Casino\client\branch\2018Empty\Test\Library\il2cpp_android_armeabi-v7a\il2cpp_cache
    il2cpp.exe didn't catch exception: System.AggregateException: Si sono verificati uno o pi� errori. ---> System.ComponentModel.Win32Exception: Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
    --- Fine della traccia dello stack dell'eccezione interna ---
    in Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action)
    in Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
    in Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    in il2cpp.Program.DoRun(String[] args)
    in il2cpp.Program.Run(String[] args)
    in il2cpp.Program.Main(String[] args)
    ---> (Eccezione interna 0) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 1) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 2) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 3) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 4) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 5) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 6) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    ---> (Eccezione interna 7) System.ComponentModel.Win32Exception (0x80004005): Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)<---

    stderr:

    Eccezione non gestita: System.AggregateException: Si sono verificati uno o pi� errori. ---> System.ComponentModel.Win32Exception: Impossibile trovare il file specificato
    in System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
    in Unity.IL2CPP.Shell.Execute(ExecuteArgs executeArgs, IExecuteController controller)
    in Unity.IL2CPP.Building.CppProgramBuilder.ProvideObjectFile(IntermediateObjectFileCompilationData data)
    in Unity.IL2CPP.Building.ParallelFor.<>c__DisplayClass1_0`2.<RunWithResult>b__0(Object o)
    --- Fine della traccia dello stack dell'eccezione interna ---
    in Unity.IL2CPP.Building.ParallelFor.RunWithResult[D,T](D[] data, Func`2 action)
    in Unity.IL2CPP.Building.CppProgramBuilder.BuildAllCppFiles(IEnumerable`1 sourceFilesToCompile, IBuildStatisticsCollector statisticsCollector)
    in Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics)
    in il2cpp.Program.DoRun(String[] args)
    in il2cpp.Program.Run(String[] args)
    in il2cpp.Program.Main(String[] args)

    UnityEngine.DebugLogHandler:Internal_Log()
    UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:Log(LogType, Object)
    UnityEngine.Debug:LogError(Object)
    UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:128)
    UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action`1) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:73)
    UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:368)
    UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:349)
    UnityEditorInternal.IL2CPPBuilder:Run() (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:211)
    UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:35)
    UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp:Execute(PostProcessorContext)
    UnityEditor.Android.PostProcessor.PostProcessRunner:RunAllTasks(PostProcessorContext)
    UnityEditor.Android.PostProcessAndroidPlayer:postProcess(BuildTarget, String, String, String, String, String, String, BuildOptions, RuntimeClassRegistry, BuildReport)
    UnityEditor.Android.AndroidBuildPostprocessor:postProcess(BuildPostProcessArgs, BuildProperties&)
    UnityEditor.PostprocessBuildPlayer:postprocess(BuildTargetGroup, BuildTarget, String, String, String, Int32, Int32, BuildOptions, RuntimeClassRegistry, BuildReport) (at C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:286)
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck()
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:907)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:807)
    UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:410)
    System.Reflection.MonoMethod:InternalInvoke()
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:342)
    UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:336)
    UnityEditor.HostView:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:129)
    UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:244)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:438)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:421)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:401)
    UnityEngine.Experimental.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:511)
    UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:307)
    UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:176)
    UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:245)
    UnityEngine.Experimental.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:68)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    (Filename: C:/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs Line: 128)

    Exception: C:\Program Files\2018.3.4f1\Editor\Data\il2cpp/build/il2cpp.exe did not run properly!
    at UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) [0x0011f] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:130
    at UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) [0x00063] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\BuildUtils.cs:73
    at UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) [0x0008b] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:368
    at UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) [0x00272] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:349
    at UnityEditorInternal.IL2CPPBuilder.Run () [0x000ba] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:211
    at UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) [0x0001e] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\Il2Cpp\IL2CPPUtils.cs:35
    at UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00203] in <492d67763d4d482e8616a9848b18ccab>:0
    at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00074] in <492d67763d4d482e8616a9848b18ccab>:0
    at UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x00261] in <492d67763d4d482e8616a9848b18ccab>:0
    at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <492d67763d4d482e8616a9848b18ccab>:0
    at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000d9] in C:\buildslave\unity\build\Editor\Mono\BuildPipeline\PostprocessBuildPlayer.cs:286
    UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck()
    UnityEditor.DefaultBuildMethods:BuildPlayer(BuildPlayerOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:172)
    UnityEditor.BuildPlayerWindow:CallBuildMethods(Boolean, BuildOptions) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:96)
    UnityEditor.BuildPlayerWindow:GUIBuildButtons(IBuildWindowExtension, Boolean, Boolean, Boolean, BuildPlatform) (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:907)
    UnityEditor.BuildPlayerWindow:ShowBuildTargetSettings() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:807)
    UnityEditor.BuildPlayerWindow:OnGUI() (at C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindow.cs:410)
    System.Reflection.MonoMethod:InternalInvoke()
    System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
    System.Reflection.MethodBase:Invoke(Object, Object[])
    UnityEditor.HostView:Invoke(String, Object) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:342)
    UnityEditor.HostView:Invoke(String) (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:336)
    UnityEditor.HostView:OldOnGUI() (at C:\buildslave\unity\build\Editor\Mono\HostView.cs:129)
    UnityEngine.Experimental.UIElements.IMGUIContainer:DoOnGUI(Event, Matrix4x4, Rect, Boolean) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:244)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event, Matrix4x4, Rect) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:438)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleIMGUIEvent(Event) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:421)
    UnityEngine.Experimental.UIElements.IMGUIContainer:HandleEvent(EventBase) (at C:\buildslave\unity\build\Modules\UIElements\IMGUIContainer.cs:401)
    UnityEngine.Experimental.UIElements.EventDispatcher:processEvent(EventBase, IPanel) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:511)
    UnityEngine.Experimental.UIElements.EventDispatcher:Dispatch(EventBase, IPanel, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\EventDispatcher.cs:307)
    UnityEngine.Experimental.UIElements.BaseVisualElementPanel:SendEvent(EventBase, DispatchMode) (at C:\buildslave\unity\build\Modules\UIElements\Panel.cs:176)
    UnityEngine.Experimental.UIElements.UIElementsUtility:DoDispatch(BaseVisualElementPanel) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:245)
    UnityEngine.Experimental.UIElements.UIElementsUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\UIElements\UIElementsUtility.cs:68)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr) (at C:\buildslave\unity\build\Modules\IMGUI\GUIUtility.cs:179)
    (Filename: <492d67763d4d482e8616a9848b18ccab> Line: 0)


    -------------------------------------------------------------------------------
    Build Report
    Uncompressed usage by category (Percentages based on user generated assets only):
    Textures 0.0 kb 0.0%
    Meshes 0.0 kb 0.0%
    Animations 0.0 kb 0.0%
    Sounds 0.0 kb 0.0%
    Shaders 0.0 kb 0.0%
    Other Assets 0.4 kb 0.0%
    Levels 5.0 kb 0.0%
    Scripts 968.0 kb 6.7%
    Included DLLs 13.1 mb 93.2%
    File headers 8.6 kb 0.1%
    Total User Assets 14.1 mb 100.0%
    Complete build size 14.9 mb
    Used Assets and files from the Resources folder, sorted by uncompressed size:
    4.1 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
    4.1 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll
    1.7 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
    1.7 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Networking/Standalone/UnityEngine.Networking.dll
    1.5 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Timeline/RuntimeEditor/UnityEngine.Timeline.dll
    1.5 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/Timeline/Runtime/UnityEngine.Timeline.dll
    0.8 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll
    0.6 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/RuntimeEditor/UnityEngine.GoogleAudioSpatializer.dll
    0.6 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/Runtime/UnityEngine.GoogleAudioSpatializer.dll
    0.4 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/RuntimeEditor/UnityEngine.SpatialTracking.dll
    0.4 kb 0.0% C:/Program Files/2018.3.4f1/Editor/Data/UnityExtensions/Unity/UnitySpatialTracking/Runtime/UnityEngine.SpatialTracking.dll
    0.3 kb 0.0% Resources/unity_builtin_extra
    0.3 kb 0.0% Packages/com.unity.analytics/Unity.Analytics.Tracker.dll
    0.3 kb 0.0% Packages/com.unity.ads/UnityEngine.Advertisements.dll
    0.1 kb 0.0% Packages/com.unity.analytics/Unity.Analytics.Editor.dll
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/PackageResourceImporterWindow.cs
    0.1 kb 0.0% Packages/com.unity.analytics/DataPrivacy/DataPrivacyButton.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_ScrollbarEventHandler.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMPro_ExtensionMethods.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_SpriteAssetImportFormats.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/MaterialReferenceManager.cs
    0.1 kb 0.0% Packages/com.unity.analytics/Tests/Runtime/DataPrivacy/JsonSerialization.cs
    0.1 kb 0.0% Packages/com.unity.analytics/DataPrivacy/DataPrivacy.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMPro_ShaderUtilities.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMPro_EventManager.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_UpdateManager.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_TextUtilities.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_SpriteAnimator.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_SelectionCaret.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_MaterialManager.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_InputValidator.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_DefaultControls.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_Compatibility.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TMP_ColorGradient.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Tests/Runtime/TMP_RuntimeTests.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TextMeshProUGUI.cs
    0.1 kb 0.0% Packages/com.unity.textmeshpro/Scripts/Runtime/TextContainer.cs
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    Total: 36.984568 ms (FindLiveObjects: 0.601280 ms CreateObjectMapping: 0.043335 ms MarkObjects: 36.324557 ms DeleteObjects: 0.013970 ms)

    - Starting compile Library/ScriptAssemblies/Unity.TextMeshPro.dll
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  28. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,167
    On your big red crash - something is not found, I'd expect something is wrong with the paths. That may happen if your username has some Unicode characters, for example: https://forum.unity.com/threads/gradle-build-failed-android-resource-linking-failed.605806/
    Or maybe the project name has Unicode characters, or the Unity path, or something else.

    You don't need anything special. In your Unity project, make sure to use IL2CPP, and in the Player settings check "ARM64" in the architecture list. Everything else should happen automatically. All the other utils are mentioned to check if you have everything set up correctly.
     
  29. Tx

    Tx

    Joined:
    Jul 4, 2012
    Posts:
    108
    My username is just my name : Tiziano
    And I don't use unicode chars in my work paths. Is it possible it works only with english version? I have italian version of windows.
     
  30. JohannesPTC

    JohannesPTC

    Joined:
    Oct 9, 2012
    Posts:
    13
    Does Unity plan to support x86_64 for Android?
    From the Android Developers Blog post linked above, it is not clear if the mandatory 64bit support applies only to arm or also for x86 architectures.
     
  31. sandeepsmartest

    sandeepsmartest

    Joined:
    Nov 7, 2012
    Posts:
    138
    Hi @Yury-Habets When can we get support for Arm 64 bit for Unity LTS version.We can not update our unity version to 2018 for various reasons(stability etc) for Arm 64bit sake.If yes, any time approx time?if no, what would be the alternate?Thank you.
     
  32. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,167
    @sandeepsmartest it's Unity 2017.4.16, IIRC. 2017.4.17 adds Android app bundles support which helps mitigate the potential size increase.
     
  33. jiyongman

    jiyongman

    Joined:
    Dec 10, 2018
    Posts:
    29
    Yes, you need x86_64 if you have x86, and you don't even need ARM64 if you don't support ARMv7.

    But I'm really curious, what devices do you have in mind?
    Is there any x86 64bit device these days?
     
  34. JohannesPTC

    JohannesPTC

    Joined:
    Oct 9, 2012
    Posts:
    13
    I don't have any any specific x86 64bit devices in mind, just x86 support in general.
    And it seems that alone requires us to provide x86_64 support going forward.
     
  35. jiyongman

    jiyongman

    Joined:
    Dec 10, 2018
    Posts:
    29
    You are right. Unity3d needs to provide x86_64 support for developers like you, but as you know, it doesn't.
    You should talk to Unity team about this, if you really need it.
     
  36. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,167
    We have no plans to support x86_64 at the moment.
     
  37. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,167
  38. codestage

    codestage

    Joined:
    Jul 27, 2012
    Posts:
    1,931
    Hey, @Yury-Habets
    Does Unity going to introduce JIT in Android x64 via maybe .NET 5.0?
    Android x64 is becoming a mandatory since Aug 1 and Goolge forces us to build new Android apps using IL2CPP which has no JIT support.

    Runtime code generation with reflection is most wanted feature which requires JIT.

    BTW Google added JIT support to their ART Dalvik replacement in Android 7.0 so now it capable to work both as AOT and JIT. Perhaps, something similar is going to happen with IL2CPP in future?
     
  39. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,167
    codestage likes this.
  40. ajihtr

    ajihtr

    Joined:
    Oct 27, 2018
    Posts:
    6
    Hello. I built an apk(32 bit) in unity 5.6 . But when I upload it in play store, it says that the app is not compliant to 64 bit requirement. So I decompiled the apk file with an online decompiler, and imported into android studio. I have never used android studio before. Is it possible to build this apk into 64 bit in android studio. Or is there an alternative method?? Please help!!
    I am using:
    Windows 7 - 32 bit
    Unity 5.6

    I have only 32 bit system, so I can't update unity. Is there any alternative method i can convert this apk into 64 bit??
     
    protopop likes this.
  41. protopop

    protopop

    Joined:
    May 19, 2009
    Posts:
    1,560
    Im interested in this too. I just finished Nimian Legends Vandgels after a 3 year production and its in Unity 5.6 as well. Upgrading to Unity 2017+ breaks the game in many ways, and im hoping to find a way to use the 32 bit build for android, maybe some kind of manual conversion? I worked as fast as i could, but i missed the cutoff date by a coupke of weeks.

    I also think i read something about if we dont support android 9 then maybe we can upload a 32bit game still? I have to look itno it but it sounds like it on this page: https://developer.android.com/distribute/best-practices/develop/64-bit

    If you are using Google Play’s multiple-APK support to publish your app, note that compliance with the 64-bit requirement is evaluated at the release level. However, the 64-bit requirement does not apply to APKs or app bundles that are not distributed to devices running Android 9 Pie or later.

    If one of your APKs is marked as not being compliant, but is older and it’s not possible to bring it into compliance, one strategy is to add a maxSdkVersion="27" attribute in the uses-sdk element in that APK’s manifest. This APK won’t be delivered to devices running Android 9 Pie or later, and it will no longer block compliance.
    Its my backup plan but Thats not ideal because eventually most people will have android 9, although given the current speed that could be many years, but then people who buy your game and then upgrade will be blocked out of it. Although it could give us time to find a solution, upgrading to a newer version of unity but when we have more developing time. In my case i need to get my game onto market alongside the ios version so that i can recoup my investment and keep making games. Anyways any advice or suggestions is very welcome.

    EBiCZtUWkAEjAyw.jpg
     
  42. Tx

    Tx

    Joined:
    Jul 4, 2012
    Posts:
    108
    Hello, this is more a question about google developer console than Unity but I'm a bit clueless here.

    I'm working on an update for our Android game and at last I got all working. Going from Unity to Android Studio and creating an Android Bundle. The problem is that now I see that it's mandatory in Developer Console to have all 64 bit versions of the libs. So we have ARM and ARM64 but in my builds I always had also the x86 version but, since there is no x86_64 seems that I can no longer just build with these 3 versions.

    So, since Unity is not going to support x86_64 I have to drop x86. Right?
    A few devices will be removed from the compatibility but will they still download the last APK that supported the x86?
    That would be a total mess in my case since we have to be able to push forward the updates and can't be backward compatibile to a version we can't update anymore.
     
  43. KB73

    KB73

    Joined:
    Feb 7, 2013
    Posts:
    234
    https://forum.unity.com/threads/android-x86_64-support.711869/
     
    Tx likes this.
  44. Tx

    Tx

    Joined:
    Jul 4, 2012
    Posts:
    108