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Why can't i choose 64 bit for android build ?

Discussion in 'Editor & General Support' started by rpuls, Jun 1, 2019.

  1. rpuls

    rpuls

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  2. Peter77

    Peter77

    QA Jesus

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    It's the ETC2 fall back you highlighted there. You need to enable 64bit support in the player settings. 64bit only appears as an option if you switch the scripting backend to il2cpp.
     
  3. rpuls

    rpuls

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    Oh, right, this is just a fallback option. Why didn't I realize that.

    This should be compatible with googles new 64-bit demand right?


    ps. your cat is awesome
     
    TractGames and Lethn like this.
  4. Peter77

    Peter77

    QA Jesus

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    rpuls likes this.
  5. rpuls

    rpuls

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    Thanks! My editor does not offer ARMv8, but according to the the 2nd article it seems that ARM64 will also build 64-bit version. should be good now then :)
     
    Peter77 likes this.
  6. kemkacen

    kemkacen

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    Jan 21, 2019
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    hi, I use unity 5.5.4p4 personal. There is no target architectures options or ARM64 checkbox. what can i do for 64 bit export.
     
  7. rpuls

    rpuls

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    Hey, I just updated to 2019.1.6f1.

    these are my editor settings:


    You could try to update your editor to same version and replicate the settings to see if the ARM64 will show up. Otherwise I do not have any suggestions on what to do
     
    nithisha08 likes this.
  8. Peter77

    Peter77

    QA Jesus

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  9. vfontoura

    vfontoura

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    Hi everyone,

    I've read all of your posts but my problem with 64bit android is different, when I try to export for 32 it works just perfect but when I change to 64... Last try I copy the rpuls configurations presented above, except by the unity version, im using 2019.1.7f1. and this is what im getting:

    buginfo.png

    If any of you know what exactly im doing wrong it ll save my day cuz im totally out of ideas 3 days wasted to solve this already =/
     
  10. rpuls

    rpuls

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    Feb 3, 2017
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    Well, tbh. I'm having build errors as well. My error messages are different though, I'm stuck with a multidex merge error, which everyone seems to claim is related to unity ads plug-in. But I've tried removing it, and everything else suggested. Still stuck. This happened exactly as I switched to build with gradle - which I must do, since Google are gonna require that soon. Very frustrating. Hope that nex version of unity will build without problems. I have spent 30hours + trying to get the build right and I simply cannot waste more time.
     
  11. vfontoura

    vfontoura

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    Oct 9, 2014
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    So rplus, I went to another thread and ended up discovering that unity actually make a mistake on the folder path installation, so Evan when I was using the default settings it wasn't actually finding the android SDK. the fix was simple uncheck the default path and manually insert the correct one. try that I should help you, for me the correct path was this >>>
    /Applications/Unity/Hub/Editor/2019.1.7f1/PlaybackEngines/AndroidPlayer/NDK/android-ndk-r16b

    the thread in question was this one
    https://forum.unity.com/threads/build-il2cpp-errors-please-how-fix-it.492556/#post-4705613
     
    rpuls likes this.
  12. rpuls

    rpuls

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    Hey, thanks for being helpful, but turned out that build error i was having was completely unrelated to this topic, in fact it was a general issue with that particular verison of unity that I updated to, combined with my current build settings!

    The multidex error I was having definitely had a stupid solution to it (in my opinion). There were some new settings required in the editor, which unity didn't default to when upgrading. And I really don't know how people would guess their way to that solution.

    If anyone else is struggling with multidex merging errors look here: https://forum.unity.com/threads/gra...ile-merging-dex-archives.632086/#post-4683659 check out "RealPpTheBest"s answer, that resolved my issues.
     
    battlecompanytestee likes this.
  13. BhattMonu

    BhattMonu

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    Dec 3, 2018
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    I have made a 64 build for android and uploaded successfully on play store . My app has VR support for Cardboard and daydream.
    Now for 64 build VR is not supporting. VR scene is running as normal 3D scene. Same app is running well with 32bit of build.
    Plz help
     
    adilmar likes this.
  14. Geri860

    Geri860

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    Aug 25, 2018
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    Have you figured it out? :/
     
  15. vfontoura

    vfontoura

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    Oct 9, 2014
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    Hi Geri,

    yes I did, you have to change the architecture from Mono to IL2CPP. In some cases and that is why I was asking it here, it causes a bug on the final app that gives a black screen with the app running behind it, for those cases I've discovered that changing the Install Location from automatic to Prefer External fixes the issue, I hope it helps you :).
     
  16. TheOtherJoJo

    TheOtherJoJo

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    Apr 5, 2015
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    I’m using 2019.4.f1 and I was able to compile 64 bit without errors by setting the locations of the sdk, ndk, etc to their recommended settings