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If you choose OpenGL 3.0 in Fusion then Google Play shows OpenGL 1.0 + (in other words it includes also anything higher than OpenGL 1.0)
Currently what happens is that when you install it, Fusion checks your device to see what OpenGL version it is using and then switches to that version.
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Thank you for the answer.
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Is it enough to sign an app bundle of apps, so you don't need an upload key or can you generate it later for those packages (as long as you need it)?
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An app bundle is for 1 app. It's bundling the different Android versions into 1 package and then Google Play will install what the user needs based on their version - it means someone with a 32 bit system won't receive the 64 bit files etc.
Google Play offers a service where they hold your keystore file. In order to use app bundles you need to do this - they show you the steps to take in the Google Play Console. So instead of signing your app bundle - you upload your keystore file to the Google Play console and then upload the app bundle as well and / or you allow Google Play to generate a keystore file for you.
You need 1 keystore file per app / app bundle.
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but from what the previous example of fernando says and from what is written in this guide: developer.android.com/studio/publish/app-signing#enroll , the app bundle file must be signed before being loaded on the Play console. more than anything else I was undecided whether to create an upload key, I would not want you to give me more to think about, I already see that you need to create a certificate ...