I am newbie in mobile app development , and i have litle problem with my mobile app ,,
i using Crosswalk Build For Android in Intel XDK New to develop my mobile app ,
when using Crosswalk For Android, build server gave me 2 download link , for ARM type APK and For X86 type APK
i try to downloaded and install both of it ,but it can't be instaled on device , it has a massage "Error , Problem Analyzing Package" , does anyone know solution for this problem ?
Be sure you only install x86 apk for x86 devices (usually Intel processors) and ARM for ARM devices (usually AMD processors). You do not need to install both, just one or the other. You can do a Google search of your device and look at the processor/cpu type in the specification or detailed description of the device you are using. You can also usually find processor information in the Settings >> About on the device.
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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.
I am unable to run the emulator in android studio. I received a "Your cpu does not support required features (VT-x or SVM)" message. Someone told me to try and do what this link states "http://www.howtogeek.com/213795/how-to-enable-intel-vt-x-in-your-computers-bios-or-uefi-firmware/" which led me to a video and I tried following those directions but was unable to because first, there was no HyperV feature in the Windows features section. Second, there was no UEFI Firmware settings icon when I went to advanced settings in set up. How can I proceed from here to enable the VT-x in order for me to be able to use the emulator in Android studios? Thank you so much!!
Okay your cpu does not support is not the same as cannot use emulator you just have to use one that runs x86 images which is in fact GenyMotion...
https://www.genymotion.com/
sign up for free account and when you download you want the full install package with virtualbox included.
and it does support instantrun just like the google android emulators do
You will also find the android studio genymotion plugin at the same site to download and use with android studiio
In new version of intel xdk they removed legacy build option and now only showing cordova hybrid build option which not good because apk easily convertible to zip it is showing complete source code in asset folder to protect from it ,i want to use cordova-plugin-crypt-file (https://github.com/tkyaji/cordova-plugin-crypt-file) plugin in intel xdk to protect complete source code how can i use this plugin if anybody have any link or suggestion or any other way to solve problem so please help me.
In updated Intel xdk ,they remove legacy build option.But in the updated intel xdk you can build normal application and cross Walk application.Also the above mentioned plugin work on crosswalk , android and ios.
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.
I recently start using Intel XDK. I found that for each platform creation my code will go to Intel cloud center to perform the build. Its a feature mentioned at Product Brief IntelĀ® XDK.
Can I build that locally? I mean can I build locally in my system itself using Intel XDK? If so, then how?
are you afraid of intel knowing your code? in cordova\html5 app your code is available to anyone just get the apk from the store open with winrar and your code is there
if you want offline build there is no problem just read the cordova\phonegap docs step by step.
As you, I needed to build locally my application, principally to debug once Intel XDK, at least in the version 1621, does not provide support to load third-party-plugins(eg: PhoneGap Push Plugin) on Intel App Preview debug mode. Another problem was generate an iPhone build for beta tests.
My solution was, as the others suggested, to create an similar cordova project and copy the main files from my Intel XDK Project, www folder to be more specific. Config files will be found in platforms folder once you build using cordova/phonegap.
It allowed me to build for android on my machine. Debug was easy using "Chrome Inspect" because cordova generates an debug-unaligned.apk.
Allowed me to have access to the iOS build files, this is a good thing to do if you want to build using Xcode instead.
I Hope it help you.