Just found out that an app I released back in 2017 was removed from Google Play. I have my project saved, so I repackaged it and tried to rollout a release. But I have the following Error:
This release is not compliant with the Google Play 64-bit requirement
The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 9.
I used UE version 4.21 to package the app.
It seems that it is an easy fix for Unity but I could not find any solutions for Unreal Engine.
Related
So, I have this old app and I want to publish a new update but in the play store it's showing up this error.
This release is not compliant with the Google Play 64-bit requirement.
The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: [18]
Include 64-bit and 32-bit native code in your app. Use the Android App Bundle publishing format to automatically ensure that each device architecture receives only the native code it needs. This avoids increasing the overall size of your app. Learn More
I looked up and didn't find any useful info.
I have this in my Gradle file
ndk.abiFilters 'armeabi-v7a','arm64-v8a','x86','x86_64'
This is what is showing up when I'm analyzing my APK.
Warning
This release is not compliant with the Google Play 64-bit requirement
The following APKs or App Bundles are available to 64-bit devices, but they only have 32-bit native code: 5.
From 1 February 2020 all releases must be compliant with the Google Play 64-bit requirement.
Include 64-bit and 32-bit native code in your app. Use the Android App Bundle publishing format to automatically ensure that each device architecture receives only the native code that it needs. This avoids increasing the overall size of your app. Learn More
I received this warning when uploading to google playStore. Does that mean i still have something not configure to support 64 bit in my apk.
When i typed this command:
zipinfo -1 com.aimyplus.provider.apk | grep \.so$
lib/arm64-v8a/libmonodroid.so
lib/arm64-v8a/libxamarin-app.so
lib/arm64-v8a/libmonosgen-2.0.so
lib/arm64-v8a/libmono-btls-shared.so
lib/x86/libmonodroid.so
lib/x86/libxamarin-app.so
lib/x86/libmonosgen-2.0.so
lib/x86/libmono-btls-shared.so
lib/x86_64/libmonodroid.so
lib/x86_64/libxamarin-app.so
lib/x86_64/libmonosgen-2.0.so
lib/x86_64/libmono-btls-shared.so
lib/armeabi-v7a/libmonodroid.so
lib/armeabi-v7a/libxamarin-app.so
lib/armeabi-v7a/libmonosgen-2.0.so
lib/armeabi-v7a/libmono-btls-shared.so
lib/arm64-v8a/libe_sqlite3.so
lib/arm64-v8a/libmono-native.so
lib/armeabi-v7a/libe_sqlite3.so
lib/armeabi-v7a/libmono-native.so
lib/x86/libe_sqlite3.so
lib/x86_64/libe_sqlite3.so
lib/x86/libmono-native.so
lib/x86_64/libmono-native.so
Google Play has been sending emails entitled "Action required: Update your apps to be 64-bit compliant by August 1, 2019" to Android app developers.
I have been selling a small game (out of hobby -- I am not a professional game developer) on Google Play that uses the Libgdx library. I had followed the instructions as described in Android developers guide and this SO answer to modify the gradle build scripts. The APK analyzer showed that I now have the relevant .so files (namely, libgdx.so and libgdx-freetype.so) in the arm64-v8a and x86_64 folders. The new apk file was rolled out successfully a few days ago.
Nevertheless, I received another "Action required" email from Google today. Why? What can I do to comply with Google Play's requirements? How can I ensure that my app is built successfully with 64-bit support if I haven't any 64-bit device for testing?
Which version of libGDX are you using? Are you using any other libs?
I use libGDX 1.9.8 in my game and I didn't receive an e-mail for that version. I did receive an e-mail for a libGDX 1.9.6 game though.
I got an email from Google team thay is saying my app does not have 64bit apk uploaded. I'm already using react-native 0.59.10 and I thought that between 4 generated apks two of them are already 64 bit. Anybody to help?
I'm enclosing the email:
Hello Google Play Developer,
By August 1, 2019, all apps that use native code must provide a 64-bit
version in order to publish an update. As of the sending of this email, at
least one of your apps* does not yet meet the requirement:
NAME_OF_THE_APP_OF_MINE
Action required
Please review all of your apps for 64-bit compliance and submit your
updated apps by August 1, 2019. The Android developers guide provides
step-by-step instructions for assessing the use of native code and becoming
64-bit compliant, including identifying native libraries, building with
64-bit libraries, testing and publishing.
Please note that we are not making changes to our policy on 32-bit support.
Google Play will continue to deliver apps with 32-bit native code to 32-bit
devices. The requirement means that those apps will need to have a 64-bit
version as well.
If you have any questions or concerns, please contact Google Play developer
support.
*Note: This list of apps reflects Google's best estimate as of the sending
of this email. Only the top apps in your account are listed. This list
should not be considered exhaustive. We encourage you to review ALL of your
apps for native code and make sure 64-bit variants are offered where
necessary. A full list of exemptions to the August 1st deadline can be
found in our blog post.
The Google Play Team Conversation Globe
this is from my build.gradle: include "armeabi-v7a", "x86", "arm64-v8a", "x86_64" and I uploaded all the apks (without universal apk) to google play console release.
These are generated files, that I've uploaded to Google Play:
I'm also enclosing an output of build apk analyzer (Android Studio) of arm64-v8a apk file.
It means that i have no 32bit libs left in my 64bit build or am I wrong?
Thanks for any help!
if you are adding a new app to the Play Store, or updating an existing
app, you must target API level 26 (Android 8.0) or higher. And as
Google outlined in a recent blog post, new applications will be
required to have a target API level of 28 (Android 9.0) beginning in
August 2019.
https://android-developers.googleblog.com/2019/02/expanding-target-api-level-requirements.html
I think you will have all your answers here:
https://www.codeproject.com/Articles/1288668/Making-sure-your-Android-game-is-ready-for-64-bi-2
Google is warning developers that starting Aug 1, 2019, all apps must be 64-bit.
I use Cordova to build our web app into an Android app and upload the generated 32-bit APK file into google play store
The Cordova crosswalk plugin allow me to build both 32-bit and 64-bit versions using the commands cordova build android --release and cordova build android --release --xwalk64bit respectively.
I used the same android version code for both the APKs when build
Questions:
Earlier I used to upload only the 32-bit version into the play store(Production Track). Right now, Since I have both 32-bit and 64-bit versions of APKs, should I upload both of the APKs into play store to support 32-bit and 64-bit mobiles?
What would be the process to upload both of 32-bit and 64-bit versions into production release? There is Google doc about multiple APKs but there is no mention about 32-bit and 64-bit versions.
Will play store take care of delivering 32-bit APK to 32-bit mobile and 64-bit APK to 64-bit mobile?
Note: I can't generate .aab using Android App Bundle package format since cordova-android is not started supporting yet and there is a Github issue created for that
I was facing issue in play store when uploading both 32-bit and 64-bit versions. It seems there an issue with crosswalk plugin while generating version code during the build. The issue is explained here https://stackoverflow.com/a/43570109/2474301
I had to make plugin code change as the answer explained in the StackOverflow link
After I made both 32-bit and 64-bit builds with proper version code, I'm able to upload both 32-bit and 64-bit APKs into google play store. Both the APKs are delivered to the appropriate mobile.