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Unity 5.1 adds android permission READ_PHONE_STATE automatically, how to remove it?

Discussion in 'Android' started by mark71, Jun 14, 2015.

  1. mpinol


    Unity Technologies

    Jul 29, 2015
    Hi @Honikou,

    What version of Unity are you using?
  2. Honikou


    Feb 18, 2013
    Hi mpinol,

    I'm using the last one, 5.3.1f1.

    I follow this thread since 1 month, waiting for an update, I already try everything, (the solution with android studio work), but I don't bought Unity to compile with Android studio. (There is also some issues with android studio and google service).
    I have checked all manifests etc...

    The solution is simple for me, ask/recommend permissions that we can easilly remove on player settings.
  3. mpinol


    Unity Technologies

    Jul 29, 2015
    Hi @Honikou,

    The fix for the READ_PHONE_STATE being added to your app should have been released with version 5.2. Would you mind opening a support ticket here, ? It will help me keep track of your issue while I am looking into this. Just to make sure, I would like to confirm whether you are using any other Unity Services or 3rd party plugins in your project?
  4. Honikou


    Feb 18, 2013
    I don't use analytics from unity.
  5. mahewitt


    Mar 19, 2014

    Just about to release a new game and also noticed that READ_PHONE_STATE is now back in 5.3.1.f1. I am using UnityAds, UnityAnalytics, Unity IAP and Facebook SDK. READ_PHONE_STATE is not present in any of the AndroidManifest files in the solution so must be being added at build time.

    Appreciate if we can get a fix for this asap as I suspect this will affect downloads.

    pea likes this.
  6. mahewitt


    Mar 19, 2014
    Quick and great reply from Unity Support:

    "The fix for this issue should be included in every Unity version past 5.2, are you using SystemInfo.deviceUniqueIdentifier in your project anywhere? Using this call will automatically include the permission when building to Android and is one possible cause."

    Searching all script files in my project for the above property turned up a hit in a script I had included, but wasn't using. Removing that script got rid of the READ_PHONE_STATE permission.
    mpinol likes this.
  7. Larry-W


    Jan 15, 2015
    Other than manually re-configuring the manifest in Android Studio, Is there a way of using SystemInfo.deviceUniqueIdentifier and not including READ_PHONE_STATE?

    /e version: 5.2.4f1 (had tried 5.3.1f1-p2 and it broke my app, so... back to 5.2.4f1!)

  8. liortal


    Oct 17, 2012
    We are on 5.3.2 and using SystemInfo.deviceUniqueIdentifier. What are the alternatives to using this API then ?

    Please note, that previously, on 5.2.1 (on Android 6), we did not get any prompt on startup to approve this permission, nor were we asked anywhere later during the game execution.

    Why do newer versions of Unity force the player to accept this permission then?
  9. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    Hi @liortal !
    Unity 5.2.1 does not have the Android 6 permission handling code IIRC, hence no prompt. It also means that dangerous permissions are effectively denied.

    SystemInfo.deviceUniqueIdentifier always required READ_PHONE_STATE. It's just Google who made users pay more attention to permissions.

    For more details on everything - try reading this post
  10. liortal


    Oct 17, 2012
    I'm trying to understand the differences in behaviour:
    In 5.2.1 the users were not asked to grant permissions; you say that effectively, READ_PHONE_STATE was declined then.
    In 5.3.2, they're asked to give this permission.

    The game runs fine both when given the permission and when it is declined. What does this mean for SystemInfo.deviceUniqueIdentifier? it seems like the game could run just fine without the permission... in this case (unless i am missing something), i can just silence the permissions dialog on startup.
  11. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    @liortal: based on the permissions, different items can be used to generate the unique ID.
    READ_PHONE_STATE is required for IMEI, if I remember correctly.

    So, in some cases, the permission granted or denied can lead to different unique IDs returned.
  12. andsee


    Mar 20, 2012
    Just looking into this as our project uses SystemInfo.deviceUniqueIdentifier but obviously we don't want to ask for the phone state permission.

    I understand that the deviceUniqueIdentifier uses this permission but is it not possible to use other identifiers on Android much like Apple forced us to. Requesting the phone permission is a terrible user experience.

    I seem to remember changes in Android regarding advertising which to me suggested that tracking in advertising had gone the same way as apple and should not use the phone id etc but I haven't looked into it.
  13. mkgame


    Feb 24, 2014

    I still don't know where the fix had been applyed. I belive that Unity could be a great game engine, but my problem is, I never got a version with just minor bugs. Every version has a bigger bug which force us to update. It would be for everyone better, if you would make LTS (long term support) releases. I would like to stop updating every time and I would like to spend this time to developing my game. We need a stable engine! Since version 5.0.x Unity has enough features.

    Story after updating the Unity engine:

    - Convert mobile game to the new version for Android (3-4h), Windows Phone (3-4h), IPhone (6h).
    - Converting desktop game for the new version for Windows (18-20h), adapt it after (1h-2h).

    Is the version 5.2.3p3 (patch notes do not show the premission fix) fixed? Are just the 5.3.x releases fixed?

    Another problem is, that assets in the asset store sometimes provide DLL's. This DLL's have sometimes WWW instances, which then cause the Android "full network premission". At the time I'am trying to remove these premissions, in a way, that I check the assets one by one (I build an empty project with the assets for android and start the APK in android to see what premissions are needed). I doing it since 2 days. After you check the binaries, you know what causes the premission issues, why do you not give us a dump/log?
    Until yet I found 2 DLL's which need internet access. These DLL's comes form assets, do you check the sourcecode of the DLL's? Could you please forbid DLL's with internet access and another dangerous premissions? Force the asset developers to drop this code in a source code file. Do not let them hide such things in DLL's.

    Edit: With Unity 5.3.3f1, best release I ever got, worked fine. For that release, thank you Unity team!
    Last edited: Nov 22, 2016
  14. Deozaan


    Oct 27, 2010
    I just got back to a project after a ~2 month hiatus. Suddenly I'm getting this same permission issue. I'm using Unity 4.7 to build the APK.

    I managed to get rid of the scary looking "Manage and Make Phone Calls" permission dialog by adding android:maxSdkVersion="18" to that line of the manifest, but my game is still asking for the ability to Read Contacts.

    I can't find this permission anywhere. I even tried exporting the project and opening it in Android Studio and looking at all the Manifest.xml files there. There is nothing that contains the READ_CONTACTS permission.

    I even tried adding in a special line to remove the permission, as described here:
    But that doesn't work. The game still asks for permission to read contact data. This is really frustrating, as these permissions are kind of alarming ("Why does this game need to read my contacts? Why does this game need to make phone calls?") and will serve only to scare away users but not until after they leave low ratings. :(
  15. Fayt81


    Aug 1, 2013
    READ_PHONE_STATE is a very annoying permission request for many users.
    I think it is a very bad idea requiring such permission only to calculate a device ID.
    Since SystemInfo.deviceUniqueIdentifier can return a valid ID even without such permission (it falls back to other means to calculate it), I think that the default behavior should be NOT automatically including the permission in the manifest.
    If a developer explicitly wants to include it (since he/she really really wants a device ID that considers the IMEI) then he/she can change the manifest to add it (which is much easier than removing it).
    Could we expect such easy fix to a such critical issue in the next patch release?
    Thanks and bests!
  16. mdrotar


    Aug 26, 2013
    This is a confusing design. Worse yet, it's not explained the documentation. I get that it's supposed to give you a unique identifier that always works on all platforms, but if it behaves unpredictably then it's pretty useless.

    I notice this same problem with Application.persistentDataPath. That path changes (on Android) depending on what permissions are available. The result is this: let's say I publish a game without the WRITE_EXTERNAL_STORAGE permission but use Application.persistentDataPath to store the player's profile. Then sometime in the future, I want to add the WRITE_EXTERNAL_STORAGE permission to support some kind of custom DLC. When players update the game, Application.persistentDataPath will change and their profile will reset, resulting in many 1 star reviews. Now, I have to create my own native calls to get a consistent storage path. This means that it's best practice is not to use Application.persistentDataPath at all... so why does it even exist?

    I don't think these mysterious properties should change based on permissions. If I request external data path, and I don't have the permission, it should return an error. Likewise, if I request the IMEI and I don't have permission, it should raise an error which you can even do at compile time (apparently). Or at least provide other properties for direct access to the IMEI and ANDROID_ID too so we can use something consistent.
  17. Fayt81


    Aug 1, 2013
    Probably the best idea is not using the IMEI at all. If you can have an ID without asking users to grant you permission to see their calls, why should you annoy them with such request?
    I hope to see a reply from Unity very soon.
  18. mpinol


    Unity Technologies

    Jul 29, 2015
  19. Fayt81


    Aug 1, 2013
    I had read that post before writing mine. That post clearly explains that it is possibile to have an ID without having the annoying permission. That's why I suggested to avoid automatically adding the permission in the manifest. I think that Unity can simply fix the problem by changing the script that manages automatic permission addition during manifest merging in Android build process.
    petra.zoodazzle likes this.
  20. Jakhongir


    May 12, 2015
    Thanx Yuri
  21. coshea


    Dec 20, 2012
    I am using Unity 5.3.4p4 on Mac and get the dreaded phone state permission because of Unity Analytics :(


    As you can see from the attached, once I untick Analytics in the services tab, this permission disappears. I don't really want to use Analytics on Android until this bug is fixed, having to create an Android Studio project each time is a pain.

    Any idea when this will be fixed? Thanks

    analytics on

    Screen Shot 2016-05-21 at 06.44.20.png

    analytics off

    Screen Shot 2016-05-21 at 07.07.24.png
  22. petra.zoodazzle


    Sep 8, 2015
    We would very much appreciate this approach also. Having the READ_PHONE_STATE on has triggered many concerned comments from our users and will most likely be denied on Android 6.0 + devices anyway.

    Could someone from Unity team please also explain how the SystemInfo.deviceUniqueIdentifier is generated when the permission is off?

  23. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    Sounds strange. @coshea did it work for you in earlier versions of 5.3? I think we fixed that ages ago, but could be a new regression.
  24. coshea


    Dec 20, 2012
    I think this is my first time updating to the store in 5.3, all I know is that I got reviews like this because of this Unity bug:

    Screen Shot 2016-05-24 at 14.41.30.png

    I've disabled analytics and will just use Flurry until this is fixed. Sadly I can't leave analytics on for iOS and not Android without remembering to switch it before building.

    Someone else saying the same here:
  25. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    The questions in the thread you referenced are probably from a plugin. (facebook?)

    However, your input is appreciated. Could you check whether enabling analytics on an empty project results in READ_PHONE_STATE? If yes - please submit a bug, we'll check it ASAP.

    mpinol likes this.
  26. marteus


    Jul 17, 2015
    Are there any other causes than SystemInfo.deviceUniqueIdentifier that can trigger the READ_PHONE_STATE?

    I am on 5.3.4p6 and I have removed all source code references to that as well as verified that READ_PHONE_STATE is not in declared in any manifest.

    Currently the latest version of UTNotifications from Asset Store seems to cause this, but it does not appear to use the deviceUniqueIdentifier either (the source is included in the plugin).

    In the ideal world, this behaviour would configurable because Unity seems to have proper fallbacks in case of the user not granting the permission anyway.
  27. marteus


    Jul 17, 2015
    I solved my issue. The SampleUI.cs from UTNotifications (which indeed does reference the SystemInfo.deviceUniqueIdentifier) was unexpectedly included in the build and that triggered the READ_PHONE_STATE.
  28. coshea


    Dec 20, 2012
    Hmm, so I just made a blank project, turned on analytics, built apk and uploaded to Google, only getting these permissions:


    Now I have no idea what's going on :)
  29. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    @coshea I would suggest disabling android plugins one by one to check which one is causing it. (or use binary search if the number of plugins is somewhat big :) ).
  30. coshea


    Dec 20, 2012
    Wait, just to confirm, does Unity Analytics use IMEI on Android?
  31. neophil


    Jun 6, 2016
    How do we turn of android.permission.INTERNET? We don't need internet access and are not using it. Analytics are switched off too.
  32. infosekr


    Jul 12, 2013
    Just finished reading this thread, really amazed that this is still a problem when there is a very simple fix for Unity to make. I'm seeing the READ_PHONE_STATE permission being added because I reference SystemInfo.deviceUniqueIdentifier, which I need to send to advertisers. Having my users (on Android M) see a prompt asking if they'd like my game to make phone calls is absolutely unacceptable. SystemInfo.deviceUniqueIdentifier is obtained from 3 sources, IMEI, Android ID, or Mac Address. Only the IMEI requires this permission, so it should not be forced on at build time by Unity. If people want the IMEI they should have to add this permission to their manifest themselves, or check a box in Unity. But the other 2 fallback identifiers should be available to the rest (majority) of people that need a advertising identifier but don't want the IMEI.

    Currently as it stands SystemInfo.deviceUniqueIdentifier is useless for the majority of users and most people have to write their own and possibly more brittle code that retrieves either the Android ID or Mac Address. Sad to see Unity dropping the ball on this simple problem.
  33. liortal


    Oct 17, 2012
    @infosekr you have a few alternatives ("workarounds"):

    - Override Unity's prompt for permissions. Unity will not display any prompt for permissions on startup.

    This is how we declare our Application in the AndroidManifest:
    <application android:theme="@StyLe/UnityThemeSelector" android:icon="@drawable/app_icon" android:label="@String/app_name" android:debuggable="true">
    <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" />
    <activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@String/app_name">
    <meta-data android:name="unityplayer.UnityActivity" android:value="true" />

    Note the "SkipPermissionsDialog" meta-data setting

    - Export as a "Google Android" project and edit permissions yourself.
    - Slight variation on previous suggestion - create an "auto patching" code that will execute after every build. It will unzip your .apk and patch the permissions as needed...

    - Mess around with Unity's code

    e.g: decompile UnityEditor.Android.Extensions.dll to delete the code that adds this permission. Kinda hacky but you will never have to worry about that again :)
    owiesniak and eirikwahlitema like this.
  34. infosekr


    Jul 12, 2013
    Thank you liortal, I wasn't aware of "unityplayer.SkipPermissionsDialog". This does get rid of the permission dialog on my Nexus 6P.

    Without knowing what this flag does in detail though I'm hesitant to use this in production, as well I'd want to test of several Android M devices. Do you know if this flag turns off all prompts for permissions by Unity on startup? Will this work on all devices? I'm guessing this is not a good solution if you do need to prompt for a different permission on startup, though in my case I don't.

    I'm talking with the ad mediation company that I'm switching to see if providing the Google Advertising Id is enough for them for ad tracking purposes. If so I will probably avoid "SystemInfo.deviceUniqueIdentifier" completely for Android and instead use the Advertising Id. If anyone else is in the same boat, here's the code I'm using:

    Code (CSharp):
    2. protected string getAdvertisingID()
    3. {
    4. #if UNITY_ANDROID
    5.         AndroidJavaClass up = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
    6.         AndroidJavaObject currentActivity = up.GetStatic<AndroidJavaObject>("currentActivity");
    7.         AndroidJavaClass client = new AndroidJavaClass("");
    8.         AndroidJavaObject adInfo = client.CallStatic<AndroidJavaObject>("getAdvertisingIdInfo", currentActivity);
    10.         return adInfo.Call<string>("getId").ToString();
    11. #elif UNITY_IOS
    12.         return SystemInfo.deviceUniqueIdentifier;
    13. #endif
    14. }
  35. liortal


    Oct 17, 2012
  36. sampenguin


    Feb 1, 2011
    UPDATE: I found the disable HW setting in Player Settings, although I swear it wasn't there when I looked the first 5 times. However, I'm still getting an INTERNET permission generated even with it checked. Any suggestions on how to determine what else is responsible for generating that?

    I read through this entire thread a few times, and sorry if I missed it, but how do I disable the auto generation of INTERNET permission in the manifest? I'm a Unity Pro user, on version 5.4.0f3, trying to build a simple children targeted app that doesn't need internet connectivity. I've disabled Editor Analytics in the Preferences...

    As a long time Unity user and advocate, I will add that this is a most infuriating "feature" to force. A far better implementation would be to suggest permissions that Unity identifies, but then allow me to disregard them in the manifest generation (at my own risk as a pro user). As several others have noted, the workaround of exporting to Android Studio is simply not feasible for more complex build processes.
    Last edited: Nov 22, 2016
  37. mrm83


    Nov 29, 2014
    I am using SystemInfo.deviceUniqueIdentifier and READ_PHONE_STATE is being added at build (5.3.4)

    Is there a way to NOT add READ_PHONE_STATE on build yet be able to generate some kind of unique id per device?
  38. Yury-Habets


    Unity Technologies

    Nov 18, 2013
  39. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    @sampenguin could be a plugin or any network-related function that you call in your scripts.

    the network APIs in question:

  40. reallyjoel


    Nov 6, 2012
    Can't you get rid of any permission by adding something to the Plugins/Android/AndroidManifest.xml, or would that be overridden in the end?

    I'm currently using Unity Ads with 5.4.0 (can't upgrade beyond that) and we're getting the Phone permission.
  41. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    We control and add the permissions after the manifest merge, so you can't get rid of the permissions we add automatically. The only workaround is to export the project and modify the manifest there.
  42. darrelltstevens


    May 27, 2016
    is there a fix for this yet? im not using analytics, but i get the phone network state.
  43. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    @darrelltstevens everything should work. The original issue was reported against Unity 5.1.
  44. ramioooz


    Feb 15, 2015
    Hello Unity Team,
    I am using latest unity V2017.2

    Unity still adds those permissions automatically :

    I want to gid rid of them both as I am not using them in my Game.
    I exported the project to Android Studio Successfull. and after that all troubles stated to smile at my face.

    I am not an expert in Android Studio and how to fix projects on it - I know you don't want to give support about it, but I think at least you should publish a tutorial or something to help developers like my self to rebuild their games/apps from Android Studio after importing from unity.

    Alright, let me tell you about my case.
    before exporting my project. I have the following addons in my project :
    • firebase plugins (notifications, dynamiclinks, analytics, remoteConfigs) added - latest version 4.2.1
    • playgames for unity plugin - latest version 0.9.42
    • ironSource SDK
    • Tappx SDK

    latest version of Play Service Resolver, generates seperate folders for each plugin inside : Plugins/Android folder
    which is fine, I don't have problem with that. but let me show you who is the imported project look like in Android Studio :

    as you can see there is a separate build.gradle file for each of plugins folders I had in unity. it that right ? should it be like this ?

    let me know give you a look over build.gradle file of the main module/project named "The Egg"
    Code (CSharp):
    2. buildscript {
    3.     repositories {
    4.         jcenter()
    5.         google()
    6.     }
    8.     dependencies {
    9.         classpath ''
    10.     }
    11. }
    13. allprojects {
    14.    repositories {
    15.       flatDir {
    16.         dirs 'libs'
    17.       }
    18.        google()
    19.    }
    20. }
    22. apply plugin: ''
    24. dependencies {
    25.     compile fileTree(dir: 'libs', include: ['*.jar'])
    26.     compile(name: 'Admob_appbrain-sdk-13.22', ext:'aar')
    27.     compile(name: 'common', ext:'aar')
    28.     compile(name: 'firebase-analytics-11.4.2', ext:'aar')
    29.     compile(name: 'firebase-analytics-impl-11.4.2', ext:'aar')
    30.     compile(name: 'firebase-config-11.4.2', ext:'aar')
    31.     compile(name: 'firebase-dynamic-links-11.4.2', ext:'aar')
    32.     compile(name: 'firebase-messaging-11.4.2', ext:'aar')
    33.     compile(name: 'GoogleAIDL', ext:'aar')
    34.     compile(name: 'GooglePlay', ext:'aar')
    35.     compile(name: 'play-services-appinvite-11.4.2', ext:'aar')
    36.     compile(name: 'play-services-auth-11.4.2', ext:'aar')
    37.     compile(name: 'play-services-auth-base-11.4.2', ext:'aar')
    38.     compile(name: 'play-services-base-11.4.2', ext:'aar')
    39.     compile(name: 'play-services-basement-11.4.2', ext:'aar')
    40.     compile(name: 'play-services-drive-11.4.2', ext:'aar')
    41.     compile(name: 'play-services-games-11.4.2', ext:'aar')
    42.     compile(name: 'play-services-nearby-11.4.2', ext:'aar')
    43.     compile(name: 'play-services-tasks-11.4.2', ext:'aar')
    44.     compile(name: 'support-compat-25.2.0', ext:'aar')
    45.     compile(name: 'support-core-ui-25.2.0', ext:'aar')
    46.     compile(name: 'support-core-utils-25.2.0', ext:'aar')
    47.     compile(name: 'support-fragment-25.2.0', ext:'aar')
    48.     compile(name: 'support-media-compat-25.2.0', ext:'aar')
    49.     compile(name: 'support-v4-25.2.0', ext:'aar')
    50.     compile project(':Firebase')
    51.     compile project(':firebase-analytics-impl-license-11.4.2')
    52.     compile project(':firebase-analytics-license-11.4.2')
    53.     compile project(':firebase-analytics-unity-4.2.1')
    54.     compile project(':firebase-app-unity-4.2.1')
    55.     compile project(':firebase-common-11.4.2')
    56.     compile project(':firebase-common-license-11.4.2')
    57.     compile project(':firebase-config-license-11.4.2')
    58.     compile project(':firebase-config-unity-4.2.1')
    59.     compile project(':firebase-core-11.4.2')
    60.     compile project(':firebase-dynamic-links-license-11.4.2')
    61.     compile project(':firebase-dynamic-links-unity-4.2.1')
    62.     compile project(':firebase-iid-11.4.2')
    63.     compile project(':firebase-iid-license-11.4.2')
    64.     compile project(':firebase-messaging-license-11.4.2')
    65.     compile project(':firebase-messaging-unity-4.2.1')
    66.     compile project(':GooglePlayGamesManifest.plugin')
    67.     compile project(':gpgs-plugin-support-0.9.42')
    68.     compile project(':IronSource')
    69.     compile project(':play-services-appinvite-license-11.4.2')
    70.     compile project(':play-services-base-license-11.4.2')
    71.     compile project(':play-services-basement-license-11.4.2')
    72.     compile project(':play-services-tasks-license-11.4.2')
    73.     compile project(':TappxSDK')
    74.     //compile ''
    75. }
    77. android {
    78.     compileSdkVersion 25
    79.     buildToolsVersion '27.0.0'
    81.     defaultConfig {
    82.         targetSdkVersion 25
    83.         applicationId 'play.TheEgg'
    84. //        multiDexEnabled true
    85.     }
    87. /*    packagingOptions {
    88.         exclude 'META-INF/DEPENDENCIES.txt'
    89.         exclude 'META-INF/LICENSE.txt'
    90.         exclude 'META-INF/NOTICE.txt'
    91.         exclude 'META-INF/NOTICE'
    92.         exclude 'META-INF/LICENSE'
    93.         exclude 'META-INF/DEPENDENCIES'
    94.         exclude 'META-INF/notice.txt'
    95.         exclude 'META-INF/license.txt'
    96.         exclude 'META-INF/dependencies.txt'
    97.         exclude 'META-INF/LGPL2.1'
    98.     }*/
    100.     lintOptions {
    101.         abortOnError false
    102.     }
    104.     aaptOptions {
    105.         noCompress '.unity3d', '.ress', '.resource', '.obb'
    106.     }
    108.     signingConfigs { release {
    109.         storeFile file('C:/Users/Rami/Google_Drive/Game_Development/Unity_Projects/TheEgg/Keystores/user.keystore')
    110.         storePassword 'STORE_PASS'
    111.         keyAlias 'ALIAS_1'
    112.         keyPassword 'PASS_1'
    113.     } }
    115.     buildTypes {
    116.           debug {
    117.              minifyEnabled false
    118.              useProguard false
    119.              proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'
    120.               jniDebuggable true
    121.           }
    122.           release {
    123.              minifyEnabled true
    124.              useProguard true
    125.               proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-unity.txt'
    126.               signingConfig signingConfigs.release
    127.           }
    128.     }
    130. }
    Inside Android Studio , I can perform Build/Clean Project just fine with no problem,
    but when I try to build APK, I receive these problems :
    Error:Error converting bytecode to dex:
    Cause: Multiple dex files define Lcom/google/games/bridge/BuildConfig;
    Error:Execution failed for task ':transformDexArchiveWithDexMergerForDebug'.
    > Multiple dex files define Lcom/google/games/bridge/BuildConfig;

    here is the full gradle console log :

    Code (CSharp):
    1. Executing tasks: [:assembleDebug]
    3. Configuration 'compile' in project ':' is deprecated. Use 'implementation' instead.
    4. Configuration 'compile' in project ':Firebase' is deprecated. Use 'implementation' instead.
    5. Configuration 'compile' in project ':GooglePlayGamesManifest.plugin' is deprecated. Use 'implementation' instead.
    6. Configuration 'compile' in project ':IronSource' is deprecated. Use 'implementation' instead.
    7. Configuration 'compile' in project ':TappxSDK' is deprecated. Use 'implementation' instead.
    8. Configuration 'compile' in project ':firebase-analytics-impl-license-11.4.2' is deprecated. Use 'implementation' instead.
    9. Configuration 'compile' in project ':firebase-analytics-license-11.4.2' is deprecated. Use 'implementation' instead.
    10. Configuration 'compile' in project ':firebase-analytics-unity-4.2.1' is deprecated. Use 'implementation' instead.
    11. Configuration 'compile' in project ':firebase-app-unity-4.2.1' is deprecated. Use 'implementation' instead.
    12. Configuration 'compile' in project ':firebase-common-11.4.2' is deprecated. Use 'implementation' instead.
    13. Configuration 'compile' in project ':firebase-common-license-11.4.2' is deprecated. Use 'implementation' instead.
    14. Configuration 'compile' in project ':firebase-config-license-11.4.2' is deprecated. Use 'implementation' instead.
    15. Configuration 'compile' in project ':firebase-config-unity-4.2.1' is deprecated. Use 'implementation' instead.
    16. Configuration 'compile' in project ':firebase-core-11.4.2' is deprecated. Use 'implementation' instead.
    17. Configuration 'compile' in project ':firebase-dynamic-links-license-11.4.2' is deprecated. Use 'implementation' instead.
    18. Configuration 'compile' in project ':firebase-dynamic-links-unity-4.2.1' is deprecated. Use 'implementation' instead.
    19. Configuration 'compile' in project ':firebase-iid-11.4.2' is deprecated. Use 'implementation' instead.
    20. Configuration 'compile' in project ':firebase-iid-license-11.4.2' is deprecated. Use 'implementation' instead.
    21. Configuration 'compile' in project ':firebase-messaging-license-11.4.2' is deprecated. Use 'implementation' instead.
    22. Configuration 'compile' in project ':firebase-messaging-unity-4.2.1' is deprecated. Use 'implementation' instead.
    23. Configuration 'compile' in project ':gpgs-plugin-support-0.9.42' is deprecated. Use 'implementation' instead.
    24. Configuration 'compile' in project ':play-services-appinvite-license-11.4.2' is deprecated. Use 'implementation' instead.
    25. Configuration 'compile' in project ':play-services-base-license-11.4.2' is deprecated. Use 'implementation' instead.
    26. Configuration 'compile' in project ':play-services-basement-license-11.4.2' is deprecated. Use 'implementation' instead.
    27. Configuration 'compile' in project ':play-services-tasks-license-11.4.2' is deprecated. Use 'implementation' instead.
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    29. :Firebase:preBuild UP-TO-DATE
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    607. AGPBI: {"kind":"error","text":" Multiple dex files define Lcom/google/games/bridge/BuildConfig;","sources":[{}]}
    608. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    609. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    610. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    611. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    612. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    613. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    614. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    615. AGPBI: {"kind":"error","text":"\tat java.util.concurrent.ForkJoinTask$AdaptedCallable.exec(","sources":[{}]}
    616. AGPBI: {"kind":"error","text":"\tat java.util.concurrent.ForkJoinTask.doExec(","sources":[{}]}
    617. AGPBI: {"kind":"error","text":"\tat java.util.concurrent.ForkJoinPool$WorkQueue.runTask(","sources":[{}]}
    618. AGPBI: {"kind":"error","text":"\tat java.util.concurrent.ForkJoinPool.runWorker(","sources":[{}]}
    619. AGPBI: {"kind":"error","text":"\tat","sources":[{}]}
    621. FAILED
    623. FAILURE: Build failed with an exception.
    625. * What went wrong:
    626. Execution failed for task ':transformDexArchiveWithDexMergerForDebug'.
    627. > Multiple dex files define Lcom/google/games/bridge/BuildConfig;
    629. * Try:
    630. Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
    632. * Get more help at
    634. BUILD FAILED in 1m 12s
    636. 404 actionable tasks: 29 executed, 375 up-to-date

    I tried to search for help in google, and I tried all suggested solutions , but still I can't build back the apk.
    I hope I can find an answer here.

    Thank You
  45. mylastggColto


    Feb 28, 2017
    Unity is adding these three permissions

    <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
    <uses-permission android:name="android.permission.READ_PHONE_STATE" />
    <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />

    as soon as I put a custom AndroidManifest.xml in the project to be merged.

    Steps to reproduce:
    - Create new Unity project
    - Add this manifest (Plugins/Android/ManifestTest/AndroidManifest.xml)

    <?xml version="1.0" encoding="utf-8"?>
    <manifest xmlns:android="" package="com.manifest.test" android:versionName="1.0.0">

    - Deploy on device
    - Unity has added above three permissions for no reason since this is a completely blank project and I'm not using any third party library or dll.


    - I'm using Unity2017 Free, I'll try with a licensed Plus version when I get the chance

    Can you please advice?
  46. JuliusM


    Unity Technologies

    Apr 17, 2013
    You need to specify targetSdkVersion in the manifest. See "Note" part in or
    if targetSdkVersion is not specified in the manifest, it's assumed to be set to 1.
    mylastggColto likes this.
  47. mylastggColto


    Feb 28, 2017
    Thanks a LOT. This finally solved the issue! I reckon this is not a Unity problem rather an android requirement I was not aware of.
    Thanks again!!
  48. kosted


    Mar 14, 2015
    Hello everybody, i'm facing the same problem after upgranding my Unity to the last update. But I added

    Code (CSharp):
    1.   <uses-sdk android:minSdkVersion="16" android:targetSdkVersion="25" />
    in all AndroidManifest.xml, but I still have the same problem. I use unity 2017. How could I do please ?
  49. Yury-Habets


    Unity Technologies

    Nov 18, 2013
    @kosted probably one of your plugins is missing targetSdkVersion in the manifest.
    kosted likes this.
  50. pahe


    May 10, 2011
    Having the same problem (5.6.3p1, but also 2017.1p2) with:
    Code (CSharp):
    1. <uses-sdk android:minSdkVersion="16" android:targetSdkVersion="26" />
    Works fine with targetSdkVersion="24" though.
    I suspect Unity Analytics to cause the problem, but I've got to investigate more.