Publish Flutter to google play 64 bit issue - flutter

I am trying to close test a flutter app but I keep getting the 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: 21.
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 tried building it in 64 and 32 bit apk's and uploading them per this article - https://medium.com/#truongsinh/flutter-android-64-bit-so-what-the-fuss-15da6f8e3a46
but its still throwing the error. Whats the solution for this?

You can use codemagic and forgot all the things about upload your app to Google Play or AppStore manually

Related

Hybrid Application Sizes

Currently, I've been developing an application in flutter but after I install it on my android device I diagnosed that it takes huge amount of space.
Firstly I want to know if there is any solution to it?
Secondly, if there isn't any solution; is there any other hybrid language without this problem??
if you run flutter run and see the application size in your phone you will find it very large > 40 MB. This is because while in debug mode whole flutter engine is installed on phone to support debugging and Just in time compilation of your dart files. Effectively lets you hot reload your changes Just in time.
Now if you run flutter build apk or flutter run --release, this will generate an apk in release mode. Means no debugging support, everything Ahead of compiled to target machine code. And the size of the app should be as low as possible < 15 MB.

Unity aab not compliant with the Google Play 64-bit requirement

I have a Unity project that I'm switching from APKs to AABs (app bundles). Previously, when I was building it as an APK, the Google Play Console told me the APK was 64-bit compliant.
Now that I'm building an aab, I'm getting the 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
I have both ARM7 and ARM64 architectures set.
I am excluding x86.
When I open the .aab in an archive viewer, the lib folder has all of
the .so's for both arm64-v8a and armabi-v7a.
I'm using IL2CPP, .NET 4.x
I'm using Unity 2018.3.7f1
My ndk version is 16b
My
Android Studio is up to 3.4.2 and gradle is 3.2
A lot of similar threads here talk about following the "Learn more" links, which I've done. I had already done all of the work to get my app 64-bit compliant before switching to app bundles.
Other threads talk about Android Studio solutions, which I can't use because my automated build process involves building with Unity from command line, so it has to be Unity configurations or bust.
My expectation was the app bundles were supposed to be the hot new way to let Google build better APKs for you, but it seems like it's getting confused on whether or not aabs are actually 64-bit compliant, which seems to defeat the whole purpose.
Is this a Unity problem, does Google have an error in their system with regards to app bundles, or is there some other step I'm missing?
For those who have this problem since yesterday (August 19, 2019):
In Player Settings > Other Settings you must now uncheck the x86 box (It is for the 32-bit Intel architecture).
You will now only have the following warning:
The device types on which your application can be installed will be more restricted.
But, in my case, it drops from 12392 devices to 12385 devices.
Here is the opinion of a Unity member on the issue:
x86 is used by less than 0.4% of all Android devices, so it shouldn't have any real impact.
x86 target will be removed completely in Unity 2019.3.
It looks that there was a bug in the Play Console where this message was displayed even when the AAB was compliant. This should have been fixed last Friday afternoon.
Try again now.

Mismatch of CPU Architecture for the Crosswalk using Cordova

I have integrate crosswalk plugin in my Cordova application. When I publish this app to google play. I'm not able to open in my Asus gen phone 2 it throws following error
Error message:Mismatch of CPU Architecture for the Crosswalk
Cordova version - 6.0.0
Crosswalk Version - latest
Can any one help me for resolving this problem?
The Asus phones tend to use an Intel x86 chipset. When doing anything with native code, you need to account for the various chipsets used by devices. Crosswalk is built with native code. It sounds like you did not include builds for both the ARM and x86 chipsets to Google play.
The Cordava Crosswalk plugin out-of-the-box will give you 2 chipset builds, 1 for ARM and 1 for x86 CPU architectures. You should be uploading both APK output files to Google Play.
NOTE: Since Google play changed the max APK size from 50mb to 100mb, you now have the option of package both chipsets together. However, you may still want to consider having a separate build for each and uploading them separately.

Is there a way to download the crosswalk runtime after the app has been installed on android?

Compiling an app with crosswalk through cordova would increase the size of the app by approximately 20 Mb.
So, I was thinking if downloading and running code on crosswalk runtime after the application is installed would work. If this works then I would download and use crosswalk runtime on certain Android platforms (< Android 4.4.3) only. And use webview on remaining platforms. Just want to avoid building two different apps with same code for different platforms.

AppWarp Unity SDK fails to connect with CONNECTION_ERROR error

I'm running into this basic issue while integrating the AppWarp Unity SDK (no version is specified, downloaded on 10 of March) with Unity 4.3.4 Android player.
The AppWarpVikingMobile sample fails with the same error.
"telnet appwarp.shephertz.com 12346" does connect to the server. Wireshark shows no packets (running with a filter "host appwarp.shephertz.com").
There is a similar issue asked here on February, but it is unresolved still.
Seems that it's SDK import/compatibility issue.
Any ideas?
When running in the player you have to use the AppWarpUnity.dll asset. Its only when building the apk to run on a physical device you need to build with AppWarpUnityMobile.dll asset (and NOT AppWarpUnity.dll) along with the native plugins provided.
It can be a bit confusing because Unity has different restrictions on different versions (Pro and Free) for different platforms with regards to plugins and sockets. AppWarp's goal is to give developers a way to use it with or without the Unity Pro on all platforms.
The interface exposed by the assets is the same so your application code need not change.