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Unity and Google Play 64-Bit Requirement

Discussion in 'Android' started by breban1, Feb 25, 2019.

  1. breban1

    breban1

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    QUESTION:
    Does anyone have any extra info regarding apps using <Unity 5.6 (32-bit build) being available for 64 bit devices starting August 1, 2019? Contacted Google, but they don't really reply with much info regarding technical issues.

    I have an established game using Unity 5.4.4p1 and would rather not move to 64-bit if not completely necessary (lots of fixes/changes for a 1-man team). If I'm reading the android developers blog post correctly, users of Unity <5.6 are getting an extension until August of 2021 for the 64-bit requirement.

    Android Devlopers blog:
    https://android-developers.googleblog.com/2019/01/get-your-apps-ready-for-64-bit.html

    From their blog:

    The 64-bit requirement: what it means for developers
    Starting August 1, 2019:
    • All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play.
    • Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6 or older until August 2021.
    Starting August 1, 2021:
    • Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices.
    • This will include games built with Unity 5.6 or older.
     
  2. Binary-Soul

    Binary-Soul

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    As far as I understand, if your game was created with Unity 5.6 or older, your App will be ok until August 2021, you can still add patches (or just keep it on the store if you're not updating it) without updating to 64-bit. However, it will disappear from the store for users with 64-bit devices after August 2021 just like all other Apps, so at that point you will need to update for sure.

    I actually have an additional doubt regarding this:
    • Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6 or older until August 2021.
    It says "games" what about Apps created with Unity that are not games? Will those be extended too? Anyone knows?
     
    breban1 likes this.
  3. breban1

    breban1

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    Okay, so you are understanding this the same way I am. I wonder how Google knows if a 32-bit game is using < Unity 5.6? Does every developer have to email them and state that their game was built in < Unity 5.6? There isn't any place on the Google dashboard that I can "check" to confirm or anything. I reached out to them, I wonder if this is enough.
     
  4. Binary-Soul

    Binary-Soul

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    I don't really know how they know the Unity version, but I'm guessing they can probably get it automatically by reading some file from the .apk. After all and .apk can be "unzipped" and the build files are in it, so it's probably an automated process.
     
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  5. curiousAmit

    curiousAmit

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    I have uploaded apk with arv7(20mb) and arm64(20mb) to beta and enabled app signing by google play store. When downloading from play store its size is not optimized and is 40 mb.
     
  6. Yasir9757

    Yasir9757

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    did you use IL2CPP to get the ARM64? cuz im getting an error when i use it
     
  7. curiousAmit

    curiousAmit

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    Yes.. ARM64 was disabled on mono. Try testing on different stripping level from high to medium to low. Disable pro-guard.
     
  8. kirkryan

    kirkryan

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    hi there... i was wondering if you can help me guys, i downloaded google admob plugin and included it on my app but and everything works fine until i convert it to arm 64(because i think google wants us to do that) but when i do that(arm64) my app wont start. but if i remove the admob plugin, my app worked. what seems to be the problem? thanks.
     
  9. acuariogames

    acuariogames

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    Me too
     
  10. weiping-toh

    weiping-toh

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    You probably need to re-resolve the plugins to reflect the architecture during the build process... google services resolution is and has always been a pain.
     
  11. bahaeddine666

    bahaeddine666

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    Did you fix that !?
     
  12. WS_SAWER

    WS_SAWER

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    When i use IL2CPP i get bug... on Google Play auth.
     
  13. Yasinckr0101

    Yasinckr0101

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    [QUOTE = "WS_SAWER, gönderi: 4681532, üye: 808921"] IL2CPP kullandığımda böcek alıyorum ... Google Play auth. [/ QUOTE]

    Dostum, Tamam seçeneği olan bir seçenek varsa, indirme ve iptal düğmeleri, indirme düğmesine tıklayın, indirilen zip dosyasını tarayıcıdan açın ve birlik ilk klasöründeki indirme düğmesine tıklayın, ardından proje dosyasına bırakın. varlık klasöründe değil, proje adının yazıldığı klasörde, varlık klasörünü içeren klasörde dikkatli olun. hata görünmüyor Aslında bu hata 64bit android java yazılım sizden değil dosyaları istiyor.
     
  14. artpologabriel

    artpologabriel

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    Unity Facebook SDK seems not ready for 64 BIT too.. i tried using several versions of unity 2018 and 2019 when set to 64BIT it fails.. but on 32BIT it builds..
     
  15. shweta-unity

    shweta-unity

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    I am using admob plugin's latest build, with arm64 it works fine, please make sure you are using latest build of it.
     
  16. RaadGame

    RaadGame

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    My game crash when using Unity 2019.1.8 in Android 9 . 8 . and 7?
    but in Android 6 and 5 it's Work fine .
    If use this version 2017.4 LTS it resolves the problem ?
     
  17. magicgamesstudio

    magicgamesstudio

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    the apps will be remove from 1st agust 2019 with 32 bit?
     
  18. dannyNK

    dannyNK

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    No, existing 32bit apps will remain up for another couple of years, but updates, and new apps have to include 64bit support.
     
  19. Matanyos

    Matanyos

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    guyss this is a big problem, Google Play console is asking for 64bit which means we have to build witch backend iL2CPP, but it fails, it FAILS, Unity has to find solution, if any one solved this please advise!
     
  20. youdk

    youdk

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    Does any one know, can we only provide 64 bit support for Android and remove 32 bit support?

    Because the size will exceed if we support both.
     
  21. RaadGame

    RaadGame

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    When I Using Unity 2018.3.13f1 Problem solved , try to
     
  22. alemarchena

    alemarchena

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    ------------------------------------------------------------------------------------------------------------------------------------------------

    Guys, I implemented a solution until Android 8, because in 9 the application is broken in the phone. I did the following:

    0) Unity Version 2019.1.8f1

    1) I updated Java on my pc to Version 8 Update 211
    https://www.java.com/en/download/

    2) I downloaded the NDK to the Version (r16)
    https://developer.android.com/ndk/downloads

    3) Configuring Unity in the Edit / Preference / External Tools menu
    Android JDK to version 211

    4) When creating the "Build Setting" application
    I unchecked the "Development Build" and checked Build App Bundle (Google Play)

    5) In "Player Setting" - "Other Setting" - "Configuration"
    Scripting Backend: IL2CPP
    API compatibility level: .NET 4X

    If someone has any other solution, I appreciate the message, regards
     
    Last edited: Jul 10, 2019
    Niloy likes this.
  23. alemarchena

    alemarchena

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  24. alemarchena

    alemarchena

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    ------------------------------------------------------------------------------------------------------------

    In version 2019.3.0a4 are finishing to solve the compatibility of Unity Hub - Android - NDK

    https://issuetracker.unity3d.com/is...64.1760805829.1562592593-573372918.1551308135

    Version NDK 19
    https://developer.android.com/ndk/downloads/older_releases.html
     
  25. KratosBelmont

    KratosBelmont

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    I converted my 64 bit game, but google play continues to recognize it at 32bit, help !!!!!! :(:(:(:(:(:(:(:(:(
     
  26. resultalas

    resultalas

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    We must send feedback. I'm guessing the problem originated from google play
     
  27. Dipity

    Dipity

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    The issues seems to be the x86 support, you need to uncheck x86 in Unity and build your apk only for ARMv7 and ARM64.

    See the answer from Unity in this thread: https://forum.unity.com/threads/play-console-64-bit-problem.731141/
     
  28. resultalas

    resultalas

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    I unchecked x86. The problem has improved. thanks
     
  29. wiz-japan

    wiz-japan

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    Hello,
    We are using Unity 2017.4.29f1 to meet the 64-bit requirements of Google Play.
    I referred to other people's articles and selected only ARMv7 and ARM64 and applied to Google, but the application still failed.
    Unity 2017.4.29f1 should be able to meet the 64-bit requirements, right?
    We're wondering why the application doesn't pass when we remove x86.
     

    Attached Files:

  30. resultalas

    resultalas

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    [QUOTE = "wiz-japan, gönderi: 4879487, üye: 635871"] Merhaba,
    Google Play’in 64 bit gereksinimlerini karşılamak için Unity 2017.4.29f1 kullanıyoruz.
    Başkalarının makalelerine baktım ve yalnızca ARMv7 ve ARM64'ü seçip Google'a başvurdum, ancak uygulama hala başarısız oldu.
    Birlik 2017.4.29f1, 64-bit gereksinimleri karşılayabilmeli değil mi?
    X86'yı kaldırırken uygulamanın neden geçmediğini merak ediyoruz. [/ QUOTE]
    Build system = Gradle, Scripting runtime vesion= net 4, Build app bundle(google play) should be
     
    Last edited: Aug 22, 2019
  31. wiz-japan

    wiz-japan

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    Thank you for your reply.
    Scripting runtime vesion = net 4, Build app bundle
    I tried but failed.
    Do you have any other advice?
    I wish it
     
  32. resultalas

    resultalas

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    1.jpg 2.jpg
     
  33. wiz-japan

    wiz-japan

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    That was a really big help.
    I was able to find the cause.
    An asset called NatCoder may be the cause.
    When we removed NatCorder, the error disappeared.
     
  34. thesheps

    thesheps

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    Don't wanna "Me Too" here, but yes - Unchecking x86 from my build settings worked fine here!!!
     
  35. ASHStudioinc

    ASHStudioinc

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    Can you tell In English please
     
  36. shweta-unity

    shweta-unity

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