Failed to make a build while integrating ironSource SDK Android releaseRuntimeClasspath'

I’ve been trying to fix the following issue for quite some time but no results.
I have a game made on Unity that has level play integrated into it. We successfully uploaded it to the app store, so ads work flawlessly (we used cocapods to handle dependencies). However, when I try to make a build for Android, it won’t let me. This makes me think that the problem is most likely with Android configuration since the same commit works for ios but not Android. It is something with SDK , but I can not grasp what specifically.
I imported the plugin and did all the steps from https://developers.is.com/ironsource-mobile/unity/levelplay-starter-kit/ .Though I still encounter the same errors with SDK…

I have ads mediation package installed. it can not find adquality SDK. My XML dependencies file is copy pasted from site:

7.22.3 GitHub - CocoaPods/Specs: The CocoaPods Master Repo

Trire reuploading plugin and updating but it wont help.
Please feel free to ask any additional questions, though I am a total noobie in this, I hope some can assist.


How to troubleshoot build failures:

Obviously, if there is actionable data, clues or information within any of the errors, fix those problems. Each error entry may have more information than can fit in the console log so select each error and read the expanded view below it.

If that gives you nothing worthwhile (look to Google! You’re never the first one!), then…

First, make a blank project with a single blank scene and prove that it builds successfully.

If the blank project does NOT build, go fix your Unity installation or your other tools, such as Android SDK, NDK, JDK, etc. It may even be necessary to change to a different version of Unity3D. It is generally best to stay with LTS versions of Unity3D.

Until you can build a blank project to the target platform, don’t fiddle with anything else.

Once you can build a blank project, now bisect the problem by bringing over parts of your current project and building it one subsystem at a time, perhaps stubbing things out that might trigger compiler errors.

Most often things that prevent building are misconfigured or incorrectly-installed or incompatible third-party libraries such as Firebase or AdMob or IronSource.

Once you identify the subsystem, go to the documentation for it and make sure you are doing it correctly.

It may also be helpful to work through a tutorial or two for whatever subsystem is making the build fail.

Android build not building:

Circa July 2022 here have been reports of Unity’s installer failing to install the Android Tools.

Here was how I brought up Unity2020.3.41 and the Android SDK 31 on October 30, 2022 (edited on August 23, 2023 to include Android SDK 33…) (and again for SDK34):

Android Gradle errors and other related stuff:

Android SDK35 stuff:

Hey, thank you for your reply.
I managed to build the project when I reset a few commits.
Though, there is still a problem:
1)When I used custom gradle,I managed to build the project, but ads didn’t work
2)When I unchecked custom gradle,I encountered errors

Here is a custom gradle I used:

apply plugin: 'com.android.library'
APPLY_PLUGINS

dependencies {
    implementation fileTree(dir: 'libs', include: ['*.jar'])
    implementation 'com.google.android.play:app-update:2.1.0'
DEPS}

android {
  namespace "com.unity3d.player"
  ndkPath "NDKPATH"
    compileSdkVersion APIVERSION
    buildToolsVersion 'BUILDTOOLS'

    compileOptions {
        sourceCompatibility JavaVersion.VERSION_1_8
        targetCompatibility JavaVersion.VERSION_1_8
    }

    defaultConfig {
        minSdkVersion MINSDKVERSION
        targetSdkVersion TARGETSDKVERSION
        ndk {
            abiFilters ABIFILTERS
        }
        versionCode VERSIONCODE
        versionName 'VERSIONNAME'
        consumerProguardFiles 'proguard-unity.txt'USER_PROGUARD
    }

    lintOptions {
        abortOnError false
    }

    aaptOptions {
        noCompress = BUILTIN_NOCOMPRESS + unityStreamingAssets.tokenize(', ')
        ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:.*:!CVS:!thumbs.db:!picasa.ini:!*~"
    }PACKAGING_OPTIONS
}REPOSITORIES
IL_CPP_BUILD_SETUP
SOURCE_BUILD_SETUP
EXTERNAL_SOURCES

And here are the errors that I have if I uncheck custom gradle:

I still couldn’t figure out how to fix it. It is Android/IronSource related.
Reuploading the plugin won’t help :frowning:

As far as I understand Custom Gradle doesn’t include anything IronSource-related, so I probably should go without it. If so, how do I fix or troubleshoot those errors?
Ios works flawlessly, but I still need some guidance for Android, thank you in advance for any assistance

And yes, I managed to build a blank project.

Issue is resolved → solution here.

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