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
[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 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?
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.
@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.
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?