QUESTION:
Does anyone have any extra info regarding apps using <Unity 5.6 (32-bit build) being available for 64 bit devices starting August 1, 2019? Contacted Google, but they don’t really reply with much info regarding technical issues.
I have an established game using Unity 5.4.4p1 and would rather not move to 64-bit if not completely necessary (lots of fixes/changes for a 1-man team). If I’m reading the android developers blog post correctly, users of Unity <5.6 are getting an extension until August of 2021 for the 64-bit requirement.
Android Devlopers blog:
From their blog:
The 64-bit requirement: what it means for developers
Starting August 1, 2019:
All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play.
Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6 or older until August 2021.
Starting August 1, 2021:
Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices.
This will include games built with Unity 5.6 or older.
As far as I understand, if your game was created with Unity 5.6 or older, your App will be ok until August 2021, you can still add patches (or just keep it on the store if you’re not updating it) without updating to 64-bit. However, it will disappear from the store for users with 64-bit devices after August 2021 just like all other Apps, so at that point you will need to update for sure.
I actually have an additional doubt regarding this:
Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6 or older until August 2021.
It says “games” what about Apps created with Unity that are not games? Will those be extended too? Anyone knows?
Okay, so you are understanding this the same way I am. I wonder how Google knows if a 32-bit game is using < Unity 5.6? Does every developer have to email them and state that their game was built in < Unity 5.6? There isn’t any place on the Google dashboard that I can “check” to confirm or anything. I reached out to them, I wonder if this is enough.
I don’t really know how they know the Unity version, but I’m guessing they can probably get it automatically by reading some file from the .apk. After all and .apk can be “unzipped” and the build files are in it, so it’s probably an automated process.
I have uploaded apk with arv7(20mb) and arm64(20mb) to beta and enabled app signing by google play store. When downloading from play store its size is not optimized and is 40 mb.
hi there… i was wondering if you can help me guys, i downloaded google admob plugin and included it on my app but and everything works fine until i convert it to arm 64(because i think google wants us to do that) but when i do that(arm64) my app wont start. but if i remove the admob plugin, my app worked. what seems to be the problem? thanks.
You probably need to re-resolve the plugins to reflect the architecture during the build process… google services resolution is and has always been a pain.
Unity Facebook SDK seems not ready for 64 BIT too… i tried using several versions of unity 2018 and 2019 when set to 64BIT it fails… but on 32BIT it builds…
My game crash when using Unity 2019.1.8 in Android 9 . 8 . and 7?
but in Android 6 and 5 it’s Work fine .
If use this version 2017.4 LTS it resolves the problem ?
guyss this is a big problem, Google Play console is asking for 64bit which means we have to build witch backend iL2CPP, but it fails, it FAILS, Unity has to find solution, if any one solved this please advise!