Google Play 64-bit requirement

not have character in path
i run this in terminal but not work.

now, I build in mac by corona sdk version 3498. It’s work!! 

but i upload .apk file to play store. It’s not work. 

Because the file’s large size.
 

Unoptimised APK

Warning:

This APK results in unused code and resources being sent to users. Your app could be smaller if you used the Android App Bundle. By not optimising your app for device configurations, your app is larger to download and install on users’ devices than it needs to be. Larger apps see lower installation success rates and take up storage on users’ devices.

Resolution:

Use the Android App Bundle to automatically optimise for device configurations, or manage it yourself with multiple APKs.

@troylyndon please leave the “Corona:v *:s” off of the adb logcat. When you use “Corona:v *:s” you’re filtering out only the Corona activity. You’re missing messages from the Kochava library, Google Play and other libraries. Your adb logcat will be filled with a bunch of useless messages not related to this, but as of now, you need to dig through the output looking for non-Corona errors.

Without that we have no idea what’s going on.

@fairy.sa, You will continue to get that warning as long as you are uploading .apk files to Google Play. Part of Android-64 bit is the ability to use .aab files instead of .apk files. These .aab files allow Google Play to optimize the download.  The .aab file is created along side the .apk file, just upload it instead of the .apk. 

Now you will have to opt-in to Google App Signing, but it was pretty easy and you may have to update your keystore to a more modern format, but Google Play walks you through that when you upload the .aab file

Rob

Good job finding that bug, [member=‘troylyndon’]!

I fixed Kochava plugin, everything should work now.

[member=‘fairy.sa’], if you notice, modern builds produce two files - one apk, another aab. AAB stands for  A ndroid A pp B undle. You can try submitting it.

Also, note, this is all in early alpha. Make sure to test your apps!

I’ve got a question about pure Lua plugins.

I have several pure Lua plugins that I’ve been meaning to add to the marketplace, but they’ve been delayed due to important client projects of mine. Does this 64-bit build affect pure Lua plugins at all or is the documentation concerning them still up to date?

Yes. x64 have nothing to do with pure Lua plugins. Or plugins containing only .jar files. Only ones with issues are those which got .so files in them.

Hey all. This thread is becoming unmanagable. We’ve created a new forum just for Android 64 bit:

https://forums.coronalabs.com/forum/664-android-64-bit-testing/

Please read the pinned post at the top:

https://forums.coronalabs.com/topic/75790-handling-bugs-with-android-x64-and-target-sdk-28/

Please direct any testing related issues there.

Thanks

Rob

Which is the most stable build with the 64 bit thing?

Its 3498

I could see these errors in my builds.

plugin.OneSignal: Error: contain native library for armeabi-v7a but not for arm64.
plugin.amplitude: ERROR: Self-Hosted plugins was not activated.
plugin.adjust: ERROR: Self-Hosted plugins was not activated.

Last 2 plugins are self hosted.

When I should expect these fixed? Thanks.

Regards,
Usman Mughal
 

@usmanmughal.uog, please report this in the Android 64-bit beta forum.

https://forums.coronalabs.com/forum/664-android-64-bit-testing/

@everyone… no more bug reports here, the above forum only and in a new thread!

An update! Please read: https://coronalabs.com/blog/2019/07/04/corona-android-64-bit-update-july-4-2019/

Rob

@Rob, thanks for your hard work!

This is a great news for Corona Community and Corona developers! 

Great news, thanks and congratulations!

Well, I am speechless. Great job and keep up the good work!

Great job guys! Congratulations and thank you!

Btw once again so much drama (from some people) for no reason.

To be fair Corona got an extension because it doesn’t work!

Many plugins are still 32 bit, not a Corona issue per sae but an issue for Corona devs for sure.

AAB still do not work (from what I read in the forums) and paid ad networks like AdMob broke badly and are unusable with the current builds.

When your business depends on Corona you have a different perspective!!

My business depends on Corona (the game development section).

Drama on forum will not make Rob work harder.

Drama on forum will create more negativity.

All these years, there was (are) problems, like in every SDK, but always there is a solution too.

I’m not here to start a fight and I will say no more.

PS: Just to be clear. Leaving drama out doesn’t mean we shouldn’t talk about problems!! It’s all about perspective :) 

@Rob @vlads any idea why ad networks are not working for apps built using the latest version of corona? I’d also like to ask if there is any ad plugin that is compatible with corona 64-bit at the moment? I tried using 4 ad plugins - applovin, vungle, supersonic, inmobi and none of them seem to be working. 

Rob,

If I understand the ‘update’ post correctly, and I build my game that I want to get to ‘google play’ by tomorrow, I can use  ‘3490’(that is NOT 64 bit) and even if I have to update that particular game next month or 5 months from now, I can do so without having to rebuild it as 64bit.  (at least until Aug 2020)

If I have that information correct, I think building my game that is now ready to be uploaded to goggle play on the 64bit version, which is apparently having issues with plugins and reportedly has some bugs, would be error prone and a hassle. It seems wise at this point to use the 3490 version for this particular game.

My other games I am working on, that are ‘not’ ready to release I will clearly have to use the 64 bit and work out any bugs over time.

Does that make any sense to anyone, or is releasing this game now using the 3490 really dumb?

Thanks for any input!

Bob