I can't for the life of me upload my game to the Play Store

Hey guys, I’ve been pulling my hair out here. I’ve been at this for almost 5 hours now and after scouring Google and all that goodness I still can’t figure out what the heck to do to upload my game to the Play Store.

First off, I thought I had everything in order but I was getting an error (screenshots included) about not being compliant with the 64 bit requirement. Honestly, as new as I am, the following information doesn’t mean anything to me. “Include 64 and 32 bit native code in your app…”. I don’t even know how to go about that. I realize my screenshot says “Use the AAB format…” bla bla. I was trying to upload in aab format forever but I think that screenshot was when I tried to do APK for the heck of it.

After googling for a bit I tried switching around the settings and switched the scripting backend to IL2CPP, but I got errors for that, as shown in my other screenshot.

Anyway, if anyone can point me in the right direction {or even tell me what the hell I’m doing wrong} I’d really appreciate it.


For Unity error, paste the whole error message here.

Sorry it took some time to get back; I was busy. Okay, so for the building problem, these are the errors that I get (4 in total):

Error 1:
Failed running C:\Program Files\Unity\2019.4.1f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe --compile-cpp --libil2cpp-static --platform=“Android” --architecture=“ARM64” --configuration=“Release” --outputpath=“C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a\libil2cpp.so” --cachedirectory=“C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Assets..\Library\il2cpp_android_arm64-v8a/il2cpp_cache” --additional-include-directories=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\bdwgc/include” --additional-include-directories=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/Tools\libil2cpp/include” --tool-chain-path=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/PlaybackEngines/AndroidPlayer/NDK” --map-file-parser=“C:/Program Files/Unity/2019.4.1f1/Editor/Data/Tools/MapFileParser/MapFileParser.exe” --generatedcppdir=“C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Temp/StagingArea/Il2Cpp/il2cppOutput” --dotnetprofile=“unityaot”
stdout:
Building libil2cpp.so with AndroidToolChain
Output directory: C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Temp\StagingArea\assets\bin\Data\Native\arm64-v8a
Cache directory: C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache
ObjectFiles: 178 of which compiled: 0
Total compilation time: 261 milliseconds.
il2cpp.exe didn’t catch exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\2019.4.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\agaug\AppData\Local\Temp\tmp9E2F.tmp” -o “C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_1AD9836FB58A6E1F1333B329305A2196\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,–wrap,sigaction -llog -rdynamic -fuse-ld=bfd.exe
C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Library/il2cpp_android_arm64-v8a/il2cpp_cache/2B23B24D1F5E3DC530616767492FCABC.o: file not recognized: File format not recognized
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[ ] args, List1 foundAssemblies)
at il2cpp.Program.Run(String[ ] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[ ] args)
stderr:
Unhandled Exception: Unity.IL2CPP.Building.BuilderFailedException: C:\Program Files\Unity\2019.4.1f1\Editor\Data\PlaybackEngines\AndroidPlayer\NDK\toolchains\llvm\prebuilt\windows-x86_64\bin\clang++ @“C:\Users\agaug\AppData\Local\Temp\tmp9E2F.tmp” -o “C:\Users\agaug\OneDrive\Documents\Unity Program Files\New Unity Project (2)\Library\il2cpp_android_arm64-v8a\il2cpp_cache\linkresult_1AD9836FB58A6E1F1333B329305A2196\libil2cpp.so” -shared -Wl,-soname,libil2cpp.so -Wl,–no-undefined -Wl,-z,noexecstack -Wl,–gc-sections -Wl,–build-id -stdlib=libc++ -static-libstdc++ -target aarch64-linux-android21 -Wl,–wrap,sigaction -llog -rdynamic -fuse-ld=bfd.exe
C:/Users/agaug/OneDrive/Documents/Unity Program Files/New Unity Project (2)/Library/il2cpp_android_arm64-v8a/il2cpp_cache/2B23B24D1F5E3DC530616767492FCABC.o: file not recognized: File format not recognized
clang++.exe: error: linker command failed with exit code 1 (use -v to see invocation)
at Unity.IL2CPP.Building.CppProgramBuilder.PostprocessObjectFiles(HashSet1 objectFiles, CppToolChainContext toolChainContext) at Unity.IL2CPP.Building.CppProgramBuilder.Build(IBuildStatistics& statistics) at il2cpp.Program.DoRun(String[ ] args, List1 foundAssemblies)
at il2cpp.Program.Run(String[ ] args, Boolean setInvariantCulture)
at il2cpp.Program.Main(String[ ] args)
UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase)
UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase, Action1) UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List1, Action1, String) UnityEditorInternal.IL2CPPBuilder:RunCompileAndLink() UnityEditorInternal.IL2CPPUtils:RunCompileAndLink(String, String, IIl2CppPlatformProvider, Action1, RuntimeClassRegistry)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Error 2:
Exception: C:\Program Files\Unity\2019.4.1f1\Editor\Data\il2cpp/build/deploy/net471/il2cpp.exe did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at :0)
UnityEditorInternal.Runner.RunManagedProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action1[T] setupStartInfo) (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List1[T] arguments, System.Action1[T] setupStartInfo, System.String workingDirectory) (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPBuilder.RunCompileAndLink () (at <fd8fd784002f49beab0500d3a24213b9>:0) UnityEditorInternal.IL2CPPUtils.RunCompileAndLink (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at :0)
UnityEditor.Android.PostProcessor.Tasks.RunIl2Cpp.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at :0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at :0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at :0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Error 3:
Build completed with a result of ‘Failed’ in 69 seconds (69133 ms)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

and Error 4:
UnityEditor.BuildPlayerWindow+BuildMethodException: 3 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002bb] in :0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in :0
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

It seems as if it’s a problem with the location of the NDK or something along those lines, but I’m having trouble correcting it. The paths seem all correct and everything. I’ll keep messing with it.

So, I fixed it. I had a newer version of unity running an older version of the Android SDK.

game link?

https://play.google.com/store/apps/details?id=com.Andigital.SpeedyNeedles

It ain’t much, but it’s mine! :slight_smile: