What I don't understand is why this prefab and how it could create a crash because the scene didn't load in the case of a crash. My prefab has a script AudioManager in singleton with 2 basic function to play sound. I do a lot of test from an empty scene and found a strange behaviour that when I put my prefab "AudioManager" in scene, the app doesn't work. The app won't launch : I stop on a black screen or back to device menu without the luck to see the black screen.Īfter one hour of debug, I try the Split APK's by target architecture (Experimental) to have 2 unique apks. Today, I build again with ARM64 + ARMv7 and nothing works. Yesterday, I had to build for ARMv7 devices so I check ARM64 and ARMv7 in Player Settings then all works : Google Play Asset Delivery & Google Play Core 1.3.0ĭuring all my tests, I did build in ARM64. NoCompress = + unityStreamingAssets.tokenize(', ')
TargetCompatibility JavaVersion.VERSION_1_8ĬonsumerProguardFiles 'proguard-unity.txt' SourceCompatibility JavaVersion.VERSION_1_8 Clearing play store cache and app cache for testers device
Setting install location to `automatic` Deleted library completely and let unity recreate it
Checking our build settings are: scripting backend is IL2cpp, both ARMv7 ARM64 target architectures are checked. Libmain.so is included in both ****.aab\base\lib\arm64-v8a ****.aab\base\lib\armeabi-v7a. aab is checked with winrar, we can see that aab (Android App Bundle) with Google Play. After upgrading our Unity project from 2019.3.15f1 to 2020.2.1f1