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Google Play Store saying apps not 64 bit compliant but I believe they are?
Hello,
I have already opened a ticket w/ Google Play about this but given my prior experiences w/ Google Play Customer Support I wanted to see if anyone else had any experience or insight on this issue.
A week or so ago I received an email saying that I needed to update my apps to be 64-bit compliance by February or they would be removed. Now, I haven't worked on these apps in 6+ months but I could have sworn I made them 64-bit compliant ahead of time for just this reason. Today I got a chance to look into it, and I do indeed have IL2CPP selected and all three of ARMv7, ARM64, and x86 selected. When I looked into the apks I had submitted under lib/ they both correctly had arm64-v8a, armeabi-v7a, and x86 directories.
However, the Google Play console still under 'manage release' says "Add 64-bit support for all native code architectures your app uses before February 1, 2020 to continue releasing on Google Play."... has anyone had an issue like this? Is there anything I may be missing in regards to adding 64-bit support that I neglected? Or does it sound like it's an issue on Google side?
Thanks
Are you using any plugins that have their own compiled files?
Hmm, the only plugin I'm using is Google$$anonymous$$obileAdsPlugin, but maybe it's worth investigating if it is the issue.
I had the same problem, solved it by unchecking x86 (which does not cover a lot of devices but is still a loss) and use app bundles.
Answer by hunternance93 · Jan 22, 2020 at 10:39 PM
As per what @Anis1808 said, unchecking x86 appears to have done it! (I did also upgrade Unity versions and built as .aab, but I believe the unchecking is what did it)
Same here, unchecking x86. In addition, I had to set my target to API 28 (which was previously set to a lower target)
I think Unity should definitely fix this bug as soon as possible.
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