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Unity 2019.2.2f1 - Gradle Build Failed.

Discussion in 'Editor & General Support' started by altair2020, Sep 3, 2019.

  1. altair2020

    altair2020

    Joined:
    Mar 6, 2011
    Posts:
    48
    Hey guys,

    I cannot get unity to build my Android game... When i build i get these errors:

    Can anyone please help ?

    Settings:
    Capture.PNG Capture1.PNG Capture2.PNG


    Errors:
    FAILURE: Build failed with an exception.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    * What went wrong:
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    A problem occurred configuring root project 'gradleOut'.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    > android.defaultConfig.versionCode is set to 0, but it should be a positive integer.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    See https://developer.android.com/studio/publish/versioning#appversioning for more information.
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-28\package.xml. Probably the SDK is read-only
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    but it should be a positive integer.
    See https://developer.android.com/studio/publish/versioning#appversioning for more information.
    * Try:
    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.
    * Get more help at https://help.gradle.org
    BUILD FAILED in 12s
    ]
    stdout[
    > Configure project :
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-28\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\28.0.3\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platforms\android-28\package.xml. Probably the SDK is read-only
    Exception while marshalling C:\Program Files\Unity\Hub\Editor\2019.2.2f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\tools\package.xml. Probably the SDK is read-only
    ]
    exit code: 1
    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <09a970ae0311447c9749d65ec2409482>:0)
    Rethrow as GradleInvokationException: Gradle build failed
    UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <09a970ae0311447c9749d65ec2409482>:0)
    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
    UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <09a970ae0311447c9749d65ec2409482>:0)
    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) (at <09a970ae0311447c9749d65ec2409482>:0)
    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <09a970ae0311447c9749d65ec2409482>:0)
    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) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    Build completed with a result of 'Failed'
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
    UnityEditor.BuildPlayerWindow+BuildMethodException: 26 errors
    at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:190
    at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x0007f] in C:\buildslave\unity\build\Editor\Mono\BuildPlayerWindowBuildMethods.cs:95
    UnityEngine.GUIUtility:processEvent(Int32, IntPtr)
     
    morhun_EP likes this.
  2. SpringerCodes

    SpringerCodes

    Joined:
    Nov 1, 2018
    Posts:
    11
    Did you ever figure this out? I'm receiving the same error...
     
  3. Toastbyte

    Toastbyte

    Joined:
    Sep 1, 2016
    Posts:
    51
    Maybe it is a similar problem to one I had at some point.

    You could try reinstalling the unity editor through unity hub and make sure you have Android build support checked during the installation.
    Your settings seem fine. My guess it has to do something with the android NDK or SDK not installed properly.

    Look at this thread to see the problem I had:
    https://forum.unity.com/threads/ans...ects-with-il2cpp-enabled.708401/#post-4736906
     
    mylonos likes this.
  4. echtsang

    echtsang

    Joined:
    Oct 20, 2018
    Posts:
    3
    I solved this by unchecking the use custom gradle template option. This is in Project Settings > Player > Build > Custom Gradle Template. This is because I had upgraded my unity version and to get it to work I needed a custom gradle file, which had set the gradle plugin version to "classpath 'com.android.tools.build:gradle:3.0.1'", but it needed a higher version. Once I unchecked the use custom gradle template option, the generated "Temp/gradleOut/build.gradle" file set the plugin version to 3.4.0 and it fixed the problem.
     
    Saylikun, ROBYER1 and sravanudutha like this.
  5. moaz0004

    moaz0004

    Joined:
    May 22, 2017
    Posts:
    8
    "android.defaultConfig.versionCode is set to 0, but it should be a positive integer."
    I think this is the reason for your error. Change your version code to value > 0
     
  6. kosted

    kosted

    Joined:
    Mar 14, 2015
    Posts:
    104
    Where did you find android.defaultConfig.versionCode ?
     
  7. unity_i376UVPZ4mDnZQ

    unity_i376UVPZ4mDnZQ

    Joined:
    Jul 29, 2019
    Posts:
    6
    I am facing this problem with no workaround I got the same error from unity 2019 and I have updated to version 2020 still the same error please give me the solution thank everyone

    Gradle fails to build and throws the following error:

    CommandInvokationFailure: Gradle build failed.

    C:\Program Files\Unity\Hub\Editor\2020.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\OpenJDK\bin\java.exe -classpath "C:\Program Files\Unity\Hub\Editor\2020.1.4f1\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\gradle\lib\gradle-launcher-5.6.4.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx4096m" "assembleRelease"



    stderr[



    FAILURE: Build failed with an exception.



    * What went wrong:

    A problem occurred configuring project ':launcher'.

    > android.defaultConfig.versionCode is set to 0, but it should be a positive integer.

    See https://developer.android.com/studio/publish/versioning#appversioning for more information.



    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.



    * Get more help at https://help.gradle.org



    BUILD FAILED in 1m 28s

    Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8

    ]

    stdout[

    Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details



    > Configure project :launcher

    WARNING: The option 'android.enableR8' is deprecated and should not be used anymore.

    It will be removed in a future version of the Android Gradle plugin, and will no longer allow you to disable R8.

    ]

    exit code: 1

    UnityEditor.Android.Command.WaitForProgramToRun (UnityEditor.Utils.Program p, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.Command.Run (System.String command, System.String args, System.String workingdir, UnityEditor.Android.Command+WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.AndroidJavaTools.RunJava (System.String args, System.String workingdir, System.Action`1[T] progress, System.String error) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    Rethrow as GradleInvokationException: Gradle build failed

    UnityEditor.Android.GradleWrapper.Run (UnityEditor.Android.AndroidJavaTools javaTools, System.String workingdir, System.String task, System.Action`1[T] progress) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.PostProcessor.Tasks.BuildGradleProject.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.

    UnityEditor.Android.PostProcessor.CancelPostProcess.AbortBuild (System.String title, System.String message, System.Exception ex) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    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) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <5f8140421e7d41ada100b629c3033aa7>:0)

    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) (at <3b1af5075b0340cfb428dfcef292b2ea>:0)

    UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
     
  8. mhmad2212

    mhmad2212

    Joined:
    Sep 12, 2019
    Posts:
    5
    hello
    go to Assets\Plugins\Android and remove all content then
    in unity editor in Assets menu go to Play Service Resolver(or external play resolver) >Android Resolver>Resolve
    now everyThing is oK!
     
  9. b9n

    b9n

    Joined:
    Feb 6, 2020
    Posts:
    14
    this isnt ideal, but i shift deleted the entire gradle cache, it worked!
    C:\Users\you\.gradle\caches
     
    ROBYER1 and Meltdown like this.
  10. HariharanBN

    HariharanBN

    Joined:
    Feb 24, 2020
    Posts:
    1
    Try to update all the packages in the package manager. I helped me to resolve the issue.
    Window -> Package Manager
     
  11. manirana94

    manirana94

    Joined:
    Apr 16, 2018
    Posts:
    7
    Thank you this solution worked for me:)
     
  12. prakyath_unity

    prakyath_unity

    Joined:
    Dec 11, 2020
    Posts:
    9
    Where did you find android.defaultConfig.versionCode ?
     
    r137 likes this.
  13. PHL1

    PHL1

    Joined:
    Jul 25, 2017
    Posts:
    29
    file -> build settings -> player settings -> under other settings section(Bundle Version Code)
     
    prakyath_unity likes this.
  14. donat_01

    donat_01

    Joined:
    Aug 1, 2020
    Posts:
    4
    file > build settings > player settings > minimun API Level and up one Version Api And Test,

    sometimes a pluggin needs a newer Api version
     
  15. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,444
    I just had this with Unity 2020.3.5f1 where we had Onesignal SDK in which required a custom gradle file but after doing a build during the same session, then removing onesignal and then unticking the custom gradle file tickbox, Unity didn't clear out the cached version in the Temp folder when we tried to build after!
     
  16. Rem777

    Rem777

    Joined:
    Oct 29, 2018
    Posts:
    13
    maybe it will help someone. I had a similar error with HMS plagin, I redid a lot of tips and nothing helped, it helped that I demolished firebase from the project and the error disappeared.
     
  17. karthik888

    karthik888

    Joined:
    Nov 8, 2021
    Posts:
    6
    I cant find cache in my gradle folder
     

    Attached Files:

    Last edited: Feb 2, 2022
  18. ilyablokh

    ilyablokh

    Joined:
    Mar 21, 2020
    Posts:
    2
    I faced similar problems when integrated Applovin Max and tried to build Android app on Unity 2020.
    Solved by setting
    classpath 'com.android.tools.build:gradle:3.6.0'
    in custom gradle file. Didn't work with 3.4.0
     
  19. karthik888

    karthik888

    Joined:
    Nov 8, 2021
    Posts:
    6
    ac hacnge in gradle version? can u olease tell where to find the path?
     
  20. VirtualDestructor

    VirtualDestructor

    Joined:
    May 3, 2014
    Posts:
    40
    I'm getting the same errors on an Oculus Quest 2 project I am trying to build. The build ran successfully yesterday, but randomly stopped working with these errors even though I did not change the settings. I've tried several solutions mentioned here but nothing has worked.
     
  21. kallais

    kallais

    Joined:
    Jun 3, 2019
    Posts:
    11
    I had similar problem.
    All I did was lower the Target API Level to something like Android 10.0.
    And it built successfully.
     
    prakyath_unity likes this.
  22. xRockyTriangulos

    xRockyTriangulos

    Joined:
    Aug 22, 2018
    Posts:
    1
    It worked to me. Thank you
     
  23. benretanalienhigh

    benretanalienhigh

    Joined:
    Dec 1, 2022
    Posts:
    3
    I also only started getting this error after importing firebase into my project. I solved it by generating a .aab instead of a .apk. To do this, go to File->Build Settings and check the box for "Build App Bundle (Google Play)" then when you do a Build or Build and run, you'll notice that it asks you where to save the .aab instead of .apk
     
  24. Liminal-Ridges

    Liminal-Ridges

    Joined:
    Oct 21, 2015
    Posts:
    255
    Still having the error
     
  25. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,713
    How to troubleshoot build failures:

    First, make a blank project with a single blank scene and prove that it builds successfully.

    If the blank project does NOT build, go fix your Unity installation or your other tools, such as Android SDK, NDK, JDK, etc. It may even be necessary to change to a different version of Unity3D. It is generally best to stay with LTS versions of Unity3D.

    Until you can build a blank project to the target platform, don't fiddle with anything else.

    Once you can build a blank project, now bisect the problem by bringing over parts of your current project and building it one subsystem at a time, perhaps stubbing things out that might trigger compiler errors.

    Most often things that prevent building are third-party libraries such as Firebase.

    Once you identify the subsystem, go to the documentation for it and make sure you are doing it correctly.

    It may also be helpful to work through a tutorial or two for whatever subsystem is making the build fail.

    Android build not building:

    Recently (circa July 2022) there have been reports of Unity's installer failing to install the Android Tools.

    https://forum.unity.com/threads/cant-build-for-android.1306098/

    Here was how I brought up Unity2020.3.41 and the Android SDK 31 on October 30, 2022:

    https://forum.unity.com/threads/aab...y-2021-3-8-with-jdk-1-8.1322211/#post-8551193

    Android Gradle errors and other related stuff:

    https://forum.unity.com/threads/unity-gradle-bug-please-help.1368018/#post-8625789
     
    LilGames, mrwellmann and schmosef like this.
  26. DomKonecny

    DomKonecny

    Joined:
    Nov 25, 2013
    Posts:
    4
    Hello, I was having the same issue. It started after update to unity 2022.2.1.
    Tried like 10 solutions i was able to find, the only one that helped was to go to C/Users/<yourname>/.gradle and purge the entire folder. On next build unity rebuild the folder and it seems to work fine now.
     
  27. johnfbest

    johnfbest

    Joined:
    Jun 27, 2018
    Posts:
    3
    Similar issues. I deleted the /Assets/Plugins/Android folder and then selected "Clean Build..." instead of just hitting "Build". The build succeeded! I'm not sure if both steps were necessary. I'm on 2022.2.11

    upload_2023-3-19_9-35-10.png

    UPDATE: I had the same project (at the same git commit) on both my laptop and desktop and tried this:
    DESKTOP:
    - Deleted Android folder and ran "Clean Build" - success
    LAPTOP:
    - Tried just running "Clean Build" - failed
    - Tried deleting "Android folder and running a normal build - success

    I'd first try deleting the folder with the manifest, then if that doesn't do it, try a build again with "Clean Build".
     
    Last edited: Mar 19, 2023
    jbartelt and Viche72 like this.
  28. luispuertolas

    luispuertolas

    Joined:
    Sep 26, 2017
    Posts:
    7
    The problem is that the SDK folder needs to be readable on Windows explorer, and Windows always makes the folder read-only automatically. I used to be able to make the folders non-read-only which made my code compile, but now it is not letting me change the status of the SDK from read-only to readable.
     
  29. luispuertolas

    luispuertolas

    Joined:
    Sep 26, 2017
    Posts:
    7
    So basically, I copied the SDK folder to documents, uniticked the read only, and changed SDK the folder on Unity preferences. Apparently there is a lock on the usual unity java SDK folder, so by moving it to folders I was able to bypass this issue and make my code compile.
     
  30. Beloudest

    Beloudest

    Joined:
    Mar 13, 2015
    Posts:
    245
    On Unity 2023 I had this issue and updated the manifest to a C# template and it worked.
     
  31. jazzbach

    jazzbach

    Joined:
    May 11, 2016
    Posts:
    41
    Could you elaborate a bit on how to do that ?
     
  32. PHL1

    PHL1

    Joined:
    Jul 25, 2017
    Posts:
    29
    tnx to @donat_01 now i got the build.
    i raised the "Minimum API Level" to Android13.0 then it gave me an update option for the SDK, did the update now i can build with every API Level. ty very much <3
    Unity Version: 2022.3.7f1 LTS
     
    Last edited: Sep 12, 2023
    AlbertZR, Vi0letCloud and SkylorBeck like this.
  33. HapticPotato

    HapticPotato

    Joined:
    Nov 26, 2021
    Posts:
    1
    This is what fixed it for me too in 2022.3.2f1.

    Thank you!
     
    SkylorBeck likes this.
  34. HB-WorX

    HB-WorX

    Joined:
    Oct 2, 2018
    Posts:
    1
    That one just worked fine for me as well.
    Thanks a lot :)
     
  35. ForMiSoft

    ForMiSoft

    Joined:
    Dec 5, 2016
    Posts:
    8
    Worked for me too. Thank you very much.
     
  36. weexplode

    weexplode

    Joined:
    Sep 5, 2023
    Posts:
    1
    This also fixed it for me, 2022.3.9!!! thank you !!!
     
  37. L3NNiii

    L3NNiii

    Joined:
    Sep 3, 2022
    Posts:
    1

    Thank you so much. This fixed my problem :)
     
  38. dylanrtownsend17

    dylanrtownsend17

    Joined:
    Jun 16, 2020
    Posts:
    1
    Yep, exactly the same, raised it to Android13.0, it offered an update when I hit Build, and after three agonising days, I got it to build the apk. Thanks @donat_01 for the answer to this problem!!