I’ve just uploaded my first game to the Android Market and thought I’d offer all 4 (generic, tegra2, powervr, atc/snapdragon) versions with multi-apk feature introduced a while ago. The later 3 works, but I can’t activate the generic version as it says:
Error: APK version 710100 supports all the same devices as other APKs with higher versions. It would not be served. Please deactivate an APK.
Of course, this makes the game not visible on certain devices, i.e. Samsung Galaxy S2 even though the game would run good on it. Did you had this problem and how did you managed to upload all 4 versions? Or did you discarded the performance benefits of the textures and only offered the “generic” ETC format?
I guess the problem lies, because all 4 manifest files are same with the exception of the Texture Formats and the generic fits on all the listed texture formats. But no idea how to solve it, without sacrificing to many devices or performance
Anyone figure out a solution to this? We’re experiencing an identical problem. It seems like “OpenGL textures: all” doesn’t actually register with the store as being a superset of the other platform settings.
No, I gave up and put down the non-optimized one. In the Unity 3.5 Developer Preview there seems to be options for
Adreno (Snapdragon)
PowerVR
Tegra2
Forgot the name of the 4th option, but it seems to include everything that’s not in the top three
No Optimization (current’s generic)
Theoretically this should solve the problem, yet I was unable to test it, because UT broke APK signing with 3.5 Developer Preview, so I’m unable to sign the APK files (only Debug signatures are working, but debug can’t be uploaded to Android Market). So I guess, there is nothing we can do until 3.5 is released and that signature bug fixed and try it out then
Well, technically it’s worth it, as the optimized textures can bring a good 10-20% performance increase on affected devices.
But Android Developer Console is very retarded and it’s suggested versioning policy as you can read on
They suggest to have an incredible high version numbers, like
and coding in certain information, which I actually tried, but didn’t worked since the current Unity’s “generic” includes all texture formats. Will give it a try when the 3.5 gets stable
I gave this a try as well using the recommended versioning control as Tseng pointed out, but there were conflicts when two versions were supporting the same screen sizes so i just uploaded the generic version instead.
Yea, that happens because the “Generic” Version actually supports all texture formats, not only ETC RGB. The 3.5 developer preview has 5 options now, as pointed out above