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Question Upgrading unity and AR foundation, thousands of devices no longer supported on google play

Discussion in 'AR' started by poorya79, Mar 7, 2022.

  1. poorya79

    poorya79

    Joined:
    Jan 19, 2022
    Posts:
    1
    We have an app on google play that uses AR as an integral part of it. Recently we had to update our unity and AR foundation, and when we made a new build and uploaded to google play, it now says that thousands of devices are no longer supported, because they don't support android.hardware.camera.ar anymore! (screenshots attached)

    d1.png

    d2.png

    In my ARCore setting in player settings, I already set my to "optional" but I set the AR Core requirement to "required" because i read that if that's set to optional, then Google Play Store will not automatically install Google Play Services for AR with the app.

    d3.png


    More information:
    Unity version: 2020.3.20
    AR Foundation version: 4.1.9

    Minimum API level: 24
    Target API Level: 30

    Is there any other setting I can change to support the other devices? or is this just part of upgrading that makes some devices not be supported anymore?
     
  2. todds_unity

    todds_unity

    Joined:
    Aug 1, 2018
    Posts:
    324
    pouria77 likes this.
  3. pouria77

    pouria77

    Joined:
    Aug 13, 2014
    Posts:
    36
    um.. so that means I'm doing everything correctly? :)
     
  4. dradb

    dradb

    Joined:
    Jan 10, 2015
    Posts:
    86
    I'm having similar problems. Using the same SDK and NDK links, I'm getting vastly different numbers of devices supported.for different builds. I can't see what's causing it.
    My app needs AR so I select "required".

    Unity version: 2020.3.32
    AR Foundation version: 4.1.9
    ARCore XR plugin Ver 4.1.9

    Minimum API level: 24
    Target API Level: 30
     
  5. andyb-unity

    andyb-unity

    Unity Technologies

    Joined:
    Feb 10, 2022
    Posts:
    1,151
    Yes, by marking AR as required, you are limiting the pool of available devices to those which support ARCore. If you want compatibility with more devices, you can mark ARCore as optional and limit your application's features for devices which do not support AR.
     
    pouria77 likes this.
  6. chiarapassa

    chiarapassa

    Joined:
    Feb 15, 2020
    Posts:
    2
    I use AR Foundation https://github.com/Unity-Technologies/arfoundation-samples and ARCore in unity 2021, my ar app works perfectly on deployment/preview on my samsung galaxy note 10 plus (Android 11). So I uploaded the bundle .abb (signed keystore) into google play store, everything seems to be ok with the app on playstore. The paradox is that when i download and launch the app from google play store won't work on device. it doesn't start/launch the AR camera or else (i get stuck black screen). I have no idea what it can be, because it works on my device. Thanks in advance for any tips and suggestions.
    Very best, Chiara
     

    Attached Files:

  7. andyb-unity

    andyb-unity

    Unity Technologies

    Joined:
    Feb 10, 2022
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    Please file a bug: https://unity3d.com/unity/qa/bug-reporting
     
  8. Fuzzy-Logic

    Fuzzy-Logic

    Joined:
    Aug 4, 2015
    Posts:
    3
    We are in a similar situation and cannot figure out why we have such a low number of supported devices. We noticed this recently when trying to publish an update for an older app, but after experimentation I've found that we get the same number of support devices (70!) even when creating a blank project with only ARCore.

    This seems absurd.

    I have created new projects with the AR template in both Unity 2021.3.38, and 2022.3.8. I've listed what I believe are the most relevant configs below. Those marked with * are the default configs with the template project.

    - XR Plug-in Management > ARCore = enabled *
    - XR Plug-in Management > ARCore > Depth API = optional
    - Player Settings > Graphics APIs = OpenGLES3 only *
    - Player Settings > Min API = 30
    - Player Settings > Target API = 34
    - Player Settings > Target architectures = ARMv7 and ARM64 *

    Once uploaded to Google Play Console, we see only 70 supported devices. Please see the attached screenshot.

    Please also see the attached AndroidManifest.txt file. This is a Git .patch file showing the lines added when enabling ARCore, and this file can be renamed with a .patch extension to get line highlighting in VS Code or a preferred viewer.

    Note that if we disable ARCore via:
    - XR Plug-in Management > ARCore = disabled
    and reupload this results in 3556 supported devices, which is roughly the same number of devices I see when manually filtering the Google Play Consoe device catalogue with these requirements, ABIs, and SDKs.
     

    Attached Files:

    Last edited: May 19, 2024
    newguy123 likes this.
  9. Fuzzy-Logic

    Fuzzy-Logic

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    Posts:
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    Just bumping this post.
     
  10. andyb-unity

    andyb-unity

    Unity Technologies

    Joined:
    Feb 10, 2022
    Posts:
    1,151
    I can't stress my previous answer enough.

    Note our FAQ:

    To be even more transparent, we have a budget of about 60 seconds per forum post per week that we can use to help people. This issue requires a bug report to be properly triaged. I can't tell you what's going on based on your description.
     
  11. Fuzzy-Logic

    Fuzzy-Logic

    Joined:
    Aug 4, 2015
    Posts:
    3
    I wasn't sure if this was a bug, or a misconfiguration on our side.

    We have opened a support ticket regarding this, so if something comes of it I'll follow up here with the conclusion/further insight in order to help other devs who may find this.
     
  12. andyb-unity

    andyb-unity

    Unity Technologies

    Joined:
    Feb 10, 2022
    Posts:
    1,151
    My guess is that there is something in the AR template that is tripping you up. This template is very out of date, or at least it was the last time I looked at it. (Perhaps confusingly, the AR Foundation team does not maintain the AR template.)

    A good test would be to build a blank project from scratch -- empty 3D template, remove default packages you don't need, add ARCore XR Plug-in, set up your desired settings. That would be a good baseline.

    Actually another recommendation -- update your version of Unity to the most recent patch. There was a bug with Android manifests recently. This is probably the most helpful information you could give in your support ticket as well -- a diff of the Android manifests between the two versions of your app you are working on.