New Google Play Requirements - August 2018

Earlier this week Google announced important changes to the Google Play requirements: target API level 26 (Android 8.0 Oreo) or higher will be required for new submissions starting August 2018, and all submissions starting November 2018; 64-bit support becomes mandatory for submissions in August 2019. Read our blog post for more details on how we’re working on helping you prepare for these changes.

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Will Unity 5.X licenses be able to export to 64bit Android?

At the moment we’re not planning to add 64-bit support to Unity 5.x. (Note the 64-bit requirement is enforced in almost 2 years from now).

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Cool - thanks for the reply and good luck with the coding:)

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I am having issues getting unity to register my installed 8.0 SDK… I don’t know what I am missing, or if its an issue somewhere else. I have installed the sdk through the Android SDK manager, can I get a link or some guidance on updating my unity version (unity version 2017.3.1f1 64bit personal set to Android

If I understood you correctly, you are talking about “Target API Level” in the editor. Unfortunately for now the values there are not filled in dynamically. If you have installed API level 26 (Android 8 Oreo), just set Target API Level to “Automatic (highest installed)”.

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Hi Julius, do you have an ETA on when Unity 2018 will support NDK 17? From the announcements, it seems it will be required for August 64bit submission? Unity 2018 is still on ndk 13b

thanks

We are working on it, but don’t have an ETA yet. Also please note that the requirement for 64-bit support will only start in August 2019 which is next year.

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Will mono ever have android 64 bit support on android ? If yes, then when ?
Will il2cpp become a default scripting backend on android ? or it will remain as mono?

@JuliusM

@game_apps there are no plans to support Mono 64-bit at the moment.

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I don’t understand very well why there is a minimal and a target API for Android.
I mean, if you use a minimal API of Android 4.2 and a target API of Oreo 8.1 how does this affect the build?
Will the game run slower than setting the same minimum and target? Will it make a bigger APK?
What’s the “Target” API even for?

Everything is explained here https://developer.android.com/guide/topics/manifest/uses-sdk-element

Thanks, but that doesn’t seem to apply very much to Unity.
Is Unity building more efficiently by using the latest API or is it the same as the oldest API?
Will the game run faster? Any benefits?

The target API means “I have tested my app against this API level and it works correctly”. This is not like saying “your app can’t run on phones with API level more than this”, but is rather a soft statement “this app is guaranteed to work on phones up to your_target_api_level, everything higher than that is at your own risk”

A Unity game, generally, won’t run faster if you set a higher target API. But some of the Android functionality may work differently, improving user experience and/or security of the app. This is why we recommend testing against the latest Android version available, and setting the corresponding target API level.

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I thought that MonoBleedingEdge is ready for Android arm64. Are there any issues at Unity side that makes it hard to support it?

Yes, interesting info to know @Yury-Habets

@JoshPeterson maybe you have anything to share about arm64 support on mono?

@JoshPeterson also, may we volunteer in this case? Would you accept pull request regarding arm64 support on mono?

Sorry to bump this thread again but I’d like to add that Xamarin.Android already supports arm64-v8a, although experimentally.

So @JoshPeterson Can u check this ? or @Yury-Habets Would you accept pull request regarding arm64 support on mono?