Unity3D - problem with Google Play 64-bit requirement - c#

I cannot deploy the .abb nor .apk as I keep getting the 64-bit requirement error in the Google Play Console.
I have tried everything from this answer: Unity Export Android 64-bit
but still the same problem.
Unity3D version: 2017.4.30f1
NDK: r13b (Unity is not supporting newer versions but this should not be a problem)
SDK API Level: 28
JDK: 1.8.0_221
Player Settings:
When the Unity builds the package I can see it is building for 64-bit devices so I don't get what is the issue.

Build your app without x86.
x86 usage is very low and it even got deprecated in 2019.2, so you wont miss anything by removing it.

Related

Unable to use OpenCvSharp on Unity when the target platform is Android

I am trying to use OpenCvSharp on Unity targeting for Android.
Here is my steps of configration:
Used NuGet for Unity to download OpenCvSharp4 & OpenCvSharp4's runtimes for windows, ubuntu and linux-arm.
Wrote a script using OpenCvSharp and run it on Editor. Editor throwed the error: DllNotFoundException: OpenCvSharpExtern.
It appears NuGet for Unity only resolved the OpenCvSharp4 nupkg for me but not all other runtimes. So I unziped the rumtimes' packages myself and put the OpenCvSharpExtern.dll and two libOpenCvSharpExtern.so files under Assets/Plugins.
Run the project again on Editor, and it works, as shown here
However when I build the Unity project into the apk and run it on my Samsung S22 ultra, it asked for the promission of using camera but not showing my face.
I used logcat and it throw the same error: DllNotFoundException: OpenCvSharpExtern again.
However, I unziped the APK file and confirmed that the libOpenCvSharpExtern.so is packed in the APK.
Because I am a newby in terms of developing Android apps, I tried to use both libOpenCvSharpExtern.so I unziped from linux and ubuntu, because I am not sure which one I have to use. And as for the library import setting, I set the CPU for ARMv7, since logcat shows my phone's cpu is armeabi-v7a.
Sadly, they didn't work.
Thanks for your time, and I will be glad if anyone can help me :) .

Latest verion of Unity and GoogleVR can't generate APK build and shows error with Android Manifestation script

I'm developing a VR app but at the time of generating a build for Android, it shows me an error with Android Manifest script..
Error: Android Unable to merge android manifest Error
Upon researching a little bit, it seems that the latest Unity and GoogleVR updates have some issues, but I couldn't find in other answers which versions of both of these are ideal for making a VR app..??
Be sure to convert your project to an Android build first, then;
Import the GoogleVR SDK (1.20) and allow it to do a script update (Unity Editor)
A second "update import" (Unity Editor Asset import from Google) should also run correcting several errors and the Manifest merge problem.
Using:
Unity 5.5.1f1
GoogleVR SDK 1.20
Also be sure you Android SDK's are up to date ;)
You can use the latest beta of Unity, the Cardboard SDK is already included in the Virtual Reality Supported devices. See screenshot:

MonoGame porting to linux

I have developed a game on Windows 7 (64bit) in Visual Studio 2015 with the language C# and the MonoGame framework. The game works fine on Windows, but I also wanted to make the game to be playable on Linux. Therefore I installed VirtualBox with Ubuntu 15.10 (64bit) on my Windows PC, to test if I can make my game running on Ubuntu.
After trying to compile the game in different ways with no solution in sight, I came to the conclusion to ask a few questions here about deploying MonoGame to Linux:
Is it possible to compile a MonoGame game in VisualStudio 2015 on Windows for Linux in a...
1.1. MonoGame Linux Project?
1.2. MonoGame Windows OpenGL Project?
1.3. MonoGame Windows Project? (which my game currently is)
If [1.] what are the requirements and what programs need to be installed on Linux to run this [1.x] build?
Is it possible (and recommended) to compile the game in MonoDevelop on a virtual Ubuntu machine?
Is it even possible to run a MonoGame game on a virtual Ubuntu machine?
What is the proper executable file extension for a game on Linux? (Because Linux Project on Windows is only building a .exe)
I have almost no experience with Linux, so I hope someone can answer me these questions, maybe someone who has experience with porting a MonoGame game to linux.
Thanks.
Though the question is a few years old, it's deserving of an answer. I managed to make cross-platform builds for a game built in MonoGame through Mono's mkbundle. Here is a great tutorial for doing so on Windows.
You'll want to download the latest Mono version and append an "exe" extension to the file located at C:\Program Files (x86)\mono\bin\mono. Next download the appropriate runtime for the platform you want to deploy to, give it a "zip" extension, and extract it into the following path: C:\Users\youruserhere\Documents.mono\targets
After that, you should be ready to build; open up a Command Prompt and enter mkbundle --local-targets. If everything went smoothly, the runtimes you have installed should be displayed. After that is a matter of building an exe to the target platform.
Here's an example for building an application to Ubuntu: mkbundle HelloWorldConsole.exe --simple -o HelloWorldBundleUbuntu --cross mono-5.10.0-ubuntu-16.04-x64
Keep in mind that some classes not implemented in Mono, such as WebBrowser, will cause the build to fail. If this is the case, you may need to find a workaround.
With this you can run the file in Linux by entering ./HelloWorldBundleUbuntu in a Terminal. I've had no issues running the game this way in a virtual machine.
Lastly, if you want to go the .NET Core route, MonoGame has a WIP core fork that you can use, though I'm unsure how well it works.
To add to an already year old answer by Kimimaru, there's also the possibility to use MonoKickstart to get your Monogame executables up and running on Mac and Linux without the need to bundle anything. This is especially handy if your projects are a little difficult to bundle, because of third-party libraries or otherwise.
You simply unpack the Kickstart archive and paste your Windows executable ontop. By editing the .kick files to point to the appropriate executable, they will act as an intermediary to run your programs using mono (which is provided, as well, no need to install on target machine).
https://github.com/mrhelmut/MonoKickstart

Sqlite and Windows RT incompatibility issues

I have been working on a two player air hockey kind of game for windows RT devices using monogame, Apart from gaming logic I recently integrated sqlite for winRT in my app so that players could be able to save their scoreboard, view recent scores and share them on social networks. But with this Integration I started running into problems.
before explaining the problem Let me make you aware of my PC and target device architectures.
The machine on which I am developing and testing is Windows 8 pro with 64 bit x64 based processor.
And the target machine is Windows RT 32 bit os, ARM based Processor.
Now when I set the target platform of my app as "ANY CPU" and then try deploying my app I get an error which reads:
Error 1 The processor architecture of the project being built "Any CPU" is not supported by the referenced SDK "SQLite.WinRT, Version=3.8.2". Please consider changing the targeted processor architecture of your project (in visual studio this can be done through the Configuration Manager) to one of the architectures supported by the SDK: "x86, x64, ARM". Pong
Now I set the target platform as ARM then again I am in an error which says
Error 6 Error : DEP0700 : Registration of the app failed. Windows cannot install package da981e37-1c3c-4614-8c85-40485aa9e4a8 because the package requires architecture ARM, but this computer has architecture x64. (0x80073cf3) Pong
then I set the target to x86. This makes the game run normally on my PC but the package installation on target device fails with this option.
Now finally I am left with x64 as the target. This also runs well on my system, also the package gets easily installed on target machine. But it just shows me a black screen for long(Note that it is not a crash!).
I know I might be doing silly somewhere. But I am stuck on this from a long time.
Its a long note, But its only so that I could make you well aware with my problem.
Please provide the answer to the problem.
Your Suggestions are always appreciated :) Thanks.
When you want to Deploy or Debug in your Development machine, set the target Platform as "x86". When you want to deploy or debug in your RT device, change the target platform to "ARM".
You cannot deploy an app which targets "x86", or "x64" to an ARM device.
Also the "Microsoft C++ Runtime Package" dll will not allow you Build with the configuration of "Any CPU".

Android application does not works: "The xx.xx application (xx.xx process) stopped unexpectedly. Try again

Well, I'm getting started in applications android development, as I'm familiar with C#.NET(and I love it), I decided to use the fantastic MonoDroid project. I downloaed and installed,worked fine until now. I created hello world application, using MonoForAndroid_API_8 emulator device, worked fine.
then I copied *.apk files and installed in my tablet with android OS 2.2, but when I run my application,I get the following error:
The xx.xx application (xx.xx process) stopped unexpectedly. Try again.
how to fix this? Any help is very appreciated. Thanks in advance.
You can find information here about how to view the Android logs.
I'll take a guess at what your problem is though, without having seen the logs. Are you using the full version of Mono for Android or the evaluation? The eval doesn't support deploying to an actual device.
If you are on the full version, is the APK from a debug build or release? Debug builds are made to use a shared runtime to make deployments quicker, but it means that the APK doesn't contain everything the app needs to run. Release builds don't use the shared runtime, so the Mono runtime is bundled with the APK.

Categories