NoCompress = + unityStreamingAssets.tokenize(', ') TargetCompatibility JavaVersion.VERSION_1_8ĬonsumerProguardFiles 'proguard-unity.txt' SourceCompatibility JavaVersion.VERSION_1_8 Clearing play store cache and app cache for testers device UNFORTUNATELY GOOGLE PLAY SERVICES HAS STOPPED GENYMOTION INSTALL Google Play Asset Delivery & Google Play Core 1.3.0ĭuring all my tests, I did build in ARM64. Yesterday, I had to build for ARMv7 devices so I check ARM64 and ARMv7 in Player Settings then all works : Today, I build again with ARM64 + ARMv7 and nothing works. The app won't launch : I stop on a black screen or back to device menu without the luck to see the black screen.Īfter one hour of debug, I try the Split APK's by target architecture (Experimental) to have 2 unique apks. I do a lot of test from an empty scene and found a strange behaviour that when I put my prefab "AudioManager" in scene, the app doesn't work. My prefab has a script AudioManager in singleton with 2 basic function to play sound. What I don't understand is why this prefab and how it could create a crash because the scene didn't load in the case of a crash. I comment all my code, change audio source, the issue is always there. Same when I use the last Unity version : 2021.1.15f1įinally after 3 hours, I found a solution and do my 2 builds one by one. I do a build For ARM64, I check the ARM64 and uncheck the ARMv7. Then I do a build for ARMv7, I do the inverse.
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