Do I understand correctly that by selecting ARMv7 from the Device Filter drop-down (in Player Settings > Other Settings > Configuration), I can reduce the size of my build (by about 8 MB in my case) while excluding less than 2% of devices? (Referring to these stats.) This is my first Unity/Android publish, I don’t understand half of these settings, and I’m not a hardware guy, so any guidance is appreciated.
You can make two separate builds of your game on Android, one targeting ARMv7 and the other x86, then you can upload both of them to Google Play and it will distribute them correctly among the devices. Just make sure your x86 app has a higher version code than your ARMv7 app eg. x86 1012, ARMv7 1011.
Thanks CDDelta.
I’m still interested to know whether x86 only represents < 2% of devices. Can anyone confirm that my understanding of that is correct?
Hi!
According to our last month statistics it’s true, that x86 is only represented by <2% devices (1.7% to be precise). You can see these and some other statistics here: https://hwstats.unity3d.com/mobile/cpu-android.html
Thank you, jonassid.
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