Too many field references: 70613; max is 65536 - android

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?

So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.

IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.

Related

Where do the 'Build Variants' in AppCenter come from and is there extra setup required for each one?

I am struggling to get my AppCenter to build my Android app, so I wanted to try and understand a few things to see if I can debug the issue.
Where do the different build variants come from and what significance are they when choosing, as in what do I need to make sure is set in my gradel files etc in order for them to run correctly?
In my case I have the following available.
Having a look in my app.iml file, I can see that the 'SELECTED_BUILD_VARIANT' is set to devMinSdkKernelDebug however I do not see this in any of the build variant listed on AppCenter, so I am wondering if this is the reason the build is failing?
The error I am getting on AppCenter is that 'assembleDevMinSdkDebug' not found in project ':app'. Whereas the ASSEMBLE_TASK_NAME is set to assembleDevMinSdkDevKernalDebug in the iml file? I have tried changing these to match but still not working, but thinking I may need to do some extra set up elsewhere?
Please if anyone has any ideas I would like to hear them as I am totally stumped!
In case it has any relevance, here is my android folder
From the AppCenter document:
The available build variants will populate from the Build Types and
Product Flavors specified in the build.gradle file. Select which build
variant should be built.
Build variant
So I think you should check your build.gradle file instead of the app.iml file.

Unity android build - unable to merge manifest files

I am trying to create an android build from unity game. The build worked fine on Unity 5.5. Ever since I upgraded to 2017.2, the build fails and gives me error that its unable to merge android manifest files due to some conflict with a plugin manifest.
Following are the things I have tried
Deleting either of the manifest files and build
Deleting both the manifest files and build
Remove conflicting nodes in xml and build
Change value of conflicting nodes in xml to the same value
Every time I build, the files get written by conflicted values and it fails to build. Anyone good with unity android build, please suggest a solution.
It is most likely because the two android manifest files conflict with each other. For example, a few weeks ago I got the same error when my minimum android API was 22 for one file and 24 for the other. So I would suggest comparing the two files line by line and looking for conflicting pieces of information. This may not work but it's worth trying anyway.
Open all manifest files and check
“minSdkVersion” and “targetSdkVersion”
All manifest should have same values of these variables

How to solve too many field references: 79266; max is 65536 [duplicate]

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.
IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.

Fabric Crashlytics stuck on build and run

Currently, I'm trying to integrate Crashlytics into an Android Application. However I can't get the app to be recognized and added to the Fabric Dashboard.
When using the Android Studio Fabric plugin following these steps:
New App
Select Crashlytics
Apply Code changes
Sync gradle
Rebuild project
Build app onto device (not virtual)
However when I do this, the Fabric plugin is still stuck on the "Please build and run your application" screen, and eventually gives an error message "It's been a while. Need some help?"
I've also attempted to install Crashlytics manually, by adding the code myself using this link: https://fabric.io/kits/android/crashlytics/install
But when I build the application, still nothing happens within my Fabric Dashboard.
I've attempted checking out the branch again and re-adding this code to no avail. I've also tried reinstalling the Fabric IDE plugin, restarting Android Studio and Restarting my machine.
I have successfully added Crashlytics to other applications following these same steps.
Any ideas?
I just had the same problem - nothing happened in the Fabric-plugin screen saying "Please build and run your application" during app-launches.
It started working after I disabled Instant Run (Preferences > Build Execution Deployment > Instant Run) then rebuilt and run the app.
Probably you forgot to add apply plugin: 'io.fabric' in start of your app level gradle.build file
I have had a similar problem - month ago I refactored package name and inserted wrong char to name (cyrillic с instead of latin c), what I only have seen now by viewing java code in hex-editor. In the build.gradle applicationId = "package name" was write similar as package name in *.java files, but only all chars were the right in latin.
Simple refactoring app package name to right name that equals the appliationId and clean/build project not solve that problem with the Fabric Crashlytics. May be wrong package name stay in another files, not only in *.java, manifest and gradle. I don`t know. Because I made fully refactoring by next step:
1) delete all lines of code that was added by Fabric plugin (if you used automatic code inserting) or that was added by you manually from build.gradle (app), AndroidManifest.xml, MainActivity.java.
2) replace old package name to new by Edit>Find>Replace in Path
3) manually copy all minimal needed project files to new project folder. I copyed these folder and files
NewProjectFolder/build.gradle
NewProjectFolder/app/build.gradle
NewProjectFolder/app/src/*
NewProjectFolder/app/libs/*
4) close current project, at "Welcome to Android Studio" select Import Project and select project in new project folder.
5) make some refactoring to run your app normally (I use Firebase, therefore I add this new app to my Firebase project in Firebase console and download the new google-services.json to NewProjectFolder/app/ )
6) be sure your app runs as well as before refactoring and stop it
7) start Fabric plugin, press "+New App" > "Crashlytycs" > "Install" > "Apply" to make auto-install fabric`s code to your build.gradle (app), AndroidManifest.xml, MainActivity.java.
8) run your app and wait "Done!" on Fabric plugin. After this you can see your app in Crashlytics dashboard.
It has worked for my project and I hope help to you.
I also had this problem. Make sure you rename your application package identically to what the application ID is.
For instance, I had the package structure com/exampleapp/, but it should have been com/companydomain/appname, because the application id was com.companydomain.appname
Have same issue here, i resolve doing these things:
First, add at your app build.graddle file:
defaultConfig {
applicationId "<your package name>"
}
If that doesnt resolve, try change your applicationId to other one, that doesnt match with your package.
For some reason, they worked here.
Also had this issue, then
I refactored my application package name
and
changed application id name in gradle
built it again and the issue was solved.
Make sure to include all dependencies on their dedicated gradle.build and meta in manifest file. Next is to throw a force runtime error on your device with internet connection also do not forget to initialize it first with Fabric.with(this,new Crashlytics()). If this doesn't work try to download Fabric for Android plugin in Android Studio and select your package.
This helped me:
https://developer.android.com/studio/build/optimize-your-build#disable-crashlytics-build-id
If you want to use Crashlytics with your debug builds, you can still
speed up incremental builds by preventing Crashlytics from updating
app resources with its own unique build ID during every build. Because
this build ID is stored in a resource file that is referenced by the
manifest, disabling automatic build ID generation also allows you to
use Apply Changes alongside Crashlytics for your debug builds.
To prevent Crashlytics from automatically updating its build ID, add the following to your build.gradle file:
android {
...
buildTypes {
debug {
ext.alwaysUpdateBuildId = false
}
}

Unity Android trouble writing output: Too many method references: 78573; max is 65536 [duplicate]

My project uses these plugins:
OneSignal
GooglePlayServices
Adjust
Google Analytics
Unity IAP
Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection
cannot be cast to
org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" > to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1' to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Tools\GradleTemplates, Copy the mainTemplate.gradle file to your <ProjectName>Assets\Plugins\Android folder.
2.Go to <UnityInstallationDirecory>\Editor\Data\PlaybackEngines\AndroidPlayer\Apk, Copy the AndroidManifest.xml file to your <ProjectName>Assets\Plugins\Android
3.Open both the mainTemplate.gradle and AndroidManifest.xml file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle should look like and this is what the final AndroidManifest.xml should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug
and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true"> from the AndroidManifest.xml file.
If this non exporting solution did not work for you then you have to
use the exporting solution.
IMO, The accepted answer isn't correct (or only partly correct). Exporting an Android studio will not "magically" fix this issue. Also, from my experience, the exported Android studio project does not always build right away and you have to fix lots of things before you can actually build it.
You are using lots of plugins and so you faced an Android limitation of not being able to reference more than 64k methods.
There are a few things you can try to solve this:
Delete some of these plugins, if possible (as already suggested in the accepted answer).
Use multidex. In the past this was only possible by exporting the project to Android studio and building it there. Starting with Unity 5.5 you can build your project using Gradle right from Unity. This means you can create a custom gradle file that configures your game to use Multidex. This doesn't reduce the method ref count, but it works around it by splitting your native Java count into multiple dex files.
Use ProGuard - since you can use Gradle from Unity, you can also define ProGuard to run and remove any code that is not used.

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