Unity 65K Methods Limitation or Unity Plugins regulations

Hello Everyone

As you aware, most of us using various external plugins in our applications,
For example, our current application uses the following plugins list:

  • Custom plugin for Google Sign-In (as there are no official one, apart from Game Center, so we wrote it, but it takes a lot of dependencies)
  • Google Firebase (For cloud messaging - push notifications from server side)
  • Facebook Plugin
  • Twitter Plugin
  • Amplitude - external analytics plugin
  • Gallery Picker Plugin
  • Local Notifications Plugin

Here are detailed calculations on methods count in our app
I just have no words!
Google Sing-In together with FCM and other android dependencies consumed 54.6k of methods right away!
where the limit is 65k

Twitter - 9.9k - for what? After user authorization, I able to get only a name, id, email and post a tweet!
There is no even functionality to get a damn avatar of the signed user! and yet it’s bigger than Facebook plugin 6k which is a double reacher in functionality.

Our entire application is just 1.8k! c’mon, if you are creating the plugin for unity, then make it compact!

How to fight with damn google beast? 55k

I do not even mention all the voodoo magic to resolve dependencies (Facebook, our custom Google Sign in, FCM uses the same google libs but with different versions. Amplitude and Twitter uses the same okhttp lib with different version, where amplitude inject it in own jar \facepalm)

Unity should bring some regulations on plugins quality, or at least have a proper guide for plugin makers to reveal the secret that developers often use multiple plugins at the same time and not the only one from mister Google, and they have to be friendly with others by cleaning up their messy libs.

Well there’s no real way for Unity to tell google they need to cut down their method count. It’s just not going to happen.

But yeah, I can definitely see the complaint here, that’s annoying.

This stackexchange discusses using multidex to get around it:
https://gamedev.stackexchange.com/questions/144616/unity-method-count-exceed-the-limit-of-64k

But I also find other posts from a few years ago from Unity guys saying that it’s not well supported/buggy: