Bundle with ARM64 still gets error in Google Play Console

Hi! I made all necessary steps to build bundle with both ARMv7 and ARM64 versions and no errors during compilation. But after uploading to Google Play Console I can’t publish this version because getting message:

Error
This release is not compliant with the Google Play 64-bit requirement
The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 32.

What can I do to make game available to publish? Early it was not a problem but from August it’s required bu Google.

Unity 2019.1.11f1 Windows

Just to be sure did you try to unzip app bundle and see if there are really ARM64 libraries there?

Hmm, actually it has only \base\lib\armeabi-v7a, no arm64-v8a. But why it happens? Unity projects settings Target Architecture selected ARMv7 and ARM64. Is it Unity problem?

Maybe you have selected Mono as scripting backend, there’s no ARM64 support for Mono.

You need to select il2cpp.

If that’s not the case, please report a bug with repro project attached

No, it’s IL2CPP for sure (not sure if it possible to select ARM64 without it).

Find out the problem. It was in mainTemplate.gradle and caused by Android Resolver

// Android Resolver Exclusions Start
android {
packagingOptions {
exclude (‘/lib/arm64-v8a/’ + '’)
exclude (‘/lib/armeabi/’ + '’)
exclude (‘/lib/mips/’ + '’)
exclude (‘/lib/mips64/’ + '’)
exclude (‘/lib/x86/’ + '’)
exclude (‘/lib/x86_64/’ + '’)
}
}

If you have loose binary plugins, make sure Unity’s CPU target is set correctly,

e.g.
4840400--464954--upload_2019-8-9_10-12-40.png

DenisK_WRG, i had the same problem, how did you solve it, where can you find this file?

Apparently upon checking the .aab file, my app had arm64-v8a

I believe you need to Uncheck the x86 option.

I am facing now a pretty same problem, but with an APK, not App Bundle. And, yes, it points me to a x86 build when I’m doing “split APK by a target architecture”. When I’m doing a fat build, it only works with ARMv7+ARM64 (not with x86).

Another great solution by Unity (as with a Google ad ID)! Just do not build your game to support x86 devices, whatever… GG!

Sorry I don’t quite follow. Google is deprecating 32-bit support and it’s my understanding that 32-bit devices make up less than .4% of the Android market. There are many threads on this issue, some are hinting that this might be a problem on the Google developer console.

Android x86 had < 2% market share on Unity back in 2017. I somehow doubt that’s grown since then.
https://android.stackexchange.com/questions/186334/what-percentage-of-android-devices-runs-on-x86-architecture

Can we take a look at this statistics?

Agreed, I would be interested myself. I’ve heard it’s quite low as mentioned on the other posts here.

That’s what I’ve got from Google:

Can we get this advice pinned on this forum? There have been a lot of threads about this.

Well, actually maybe a better solution would be to add a support for x86_64 libraries by Unity.

I don’t see any use for x64 Android plugins. Market share of Intel’s x64 devices in Android ecosystem is so low it doesn’t even register in most analytics systems.

Well I won’t be so sure that x86 devices have so inconsiderable market share…

It’s low enough that Unity is dropping it entirely in Unity 2019…

From: https://blogs.unity3d.com/2019/03/05/android-support-update-64-bit-and-app-bundles-backported-to-2017-4-lts/

(Although continued “support” in Unity 2018 is pretty pointless without x86_64.)