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Thread: [Android App Bundle] What's happening with Google Play? Can not publish my APP

  1. #11
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    Google no longer accepting Fusion built Android apk's

    Now that Google Play no longer accepts Fusion built apk's after 1st August 2019, even though they're updated with 64 bit code. It seems we have to use app bundles instead. Is this correct and can anyone give any steps to take to create and upload an encrypted keystore file to Google's signing service?

  2. #12
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    I just built an .apk on 292.11 to check this and uploaded it on Google Play.

    It's still accepting them - but I did get this message:

    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: 3.

    From February 1, 2020 all releases must be compliant with the Google Play 64-bit requirement.

    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



    However, it would allow me to update (I cancelled, as this was a test - but the button: Start roll-out to production was enabled.)

    Oddly though the update showed I was using GLS 1.1 - when I had GL 3.0 selected in Fusion.

    I am NOT using Google certificate signing.
    I am NOT using App Bundles.

    So if Google isn't allowing you to update, there must be a different problem. (Perhaps your version number?)

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleSWF Export Module
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    Unfortunately I get the same message but my date for here in the UK is:

    From August 1, 2019 all releases must be compliant with the Google Play 64-bit requirement.

    So I just get a big red error message and you cannot 'roll out' the apk.

    I uploaded apk's in July with the latest updates of Fusion etc., and it said they were 64 bit compliant so didn't think anymore of it. I didn't get a message saying they were not compliant with the 'Google 64 bit requirement'. So typical Google have moved the goal posts again.

    Plus Google is so hypocritical about the size of your app when mine are 1.5 or 2 MB and they're bloatware consumes most of Android's drive space.

    Of course the reason they are targeting independant developers is they don't want us anymore unless we're making a decent amount for them. With the rubbish GDPR laws that Europe has now, which incidentally do not protect the user in any way, Google now wants only software companies and big independant names so they can push any data law suits onto them.

    So can anyone help with the app bundles certificate/keystore how to?

  4. #14
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Looking at the .apk in Android Studio - the 64 bit libraries are there - but there's nothing in the manifest to indicate that.

    There's been no response on this issue - it was first reported on the 9th of July: https://community.clickteam.com/threads/106065-Just-received-mail-from-Google-saying-to-upgrade-to-64-bit-even-if-I-have-292-10

    Please can we have some feedback on what is happening here? It shouldn't be necessary for us to build app bundles (yet).

  5. #15
    Clickteam Clickteam
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    @Jann ete5

    this have been answered in teh past the libraries are there and are used by those devices are 64 bits and teh packaged is done at it shoudl since it done by gradle or ANT in teh past

    can you point, what do you mean with
    but there's nothing in the manifest to indicate that.
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  6. #16
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Google Play isn't recognizing the 64 bit. It's telling us that our apps are not 64 bit compliant. It's doing so immediately on loading the .apk that is built with 292.11


    It means we're stuck. We're forced to use an app bundle or we can't update our apps.

  7. #17
    Clickteam Clickteam
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    yes I will check

    but what shoudl be added to the manifest, Where did you read this?
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  8. #18
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    The manifest part you can ignore - because it's an assumption on my part - that if the bundles work, then clearly there is nothing wrong with your libraries - only something like a missing entry in the manifest.

    I had mentioned it after seeing this:

    Caution: if an app exposes an api to other apps that can be either 32 or 64 bit, the app must have the android: multiarch property set to a value of true within its manifest to avoid potential errors.

    It's a heading on the search - but when you open the actual document I couldn't find more info about it https://duckduckgo.com/?q=setup+64+b...&t=ffab&ia=web

    After posting that, I compared the Fusion manifest to a Godot manifest that is 64 bit compliant and couldn't find anything further. (Godot apk built by me on same pc, using same certificate etc.)


    However, Android studio did give me 2 errors on the Fusion manifest:

    Missing Android XML namespace Most Android views have attributes in the Android namespace. When referencing these attributes you must include the namespace prefix, or your attribute will be interpreted by aapt as just a custom attribute. Similarly, in manifest files, nearly all attributes should be in the android:


    Target SDK attribute is not targeting latest version When your application runs on a version of Android that is more recent than your targetSdkVersion specifies that it has been tested with, various compatibility modes kick in. This ensures that your application continues to work, but it may look out of place. For example, if the targetSdkVersion is less than 14, your app may get an option button in the UI. To fix this issue, set the targetSdkVersion to the highest available value. Then test your app to make sure everything works correctly. You may want to consult the compatibility notes to see what changes apply to each version you are adding support for: http://developer.android.com/referen...ION_CODES.html as well as follow this guide: https://developer.android.com/distri...arget-sdk.html Issue id: OldTargetApi


  9. #19
    Clickteam Clickteam
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    you know godot packs assets and some few code right is base mostly in pre built libs, but fusion is based in java and partial code in C.

    Back to 64 bits application please always track google android pages like this one https://developer.android.com/distribute/best-practices/develop/64-bit

    if you do teh test mentioned there you will see that the apk is 64 bits

    Capture.PNG

    if you execute this command and give no error you are OK

    C:\Users\XXXXX\Desktop\Old MFAs>adb install --abi arm64-v8a IgnorebatteryOptimizations.apk
    Performing Streamed Install
    Success
    I am testing bundle and seems to be a problem with signing in the google page checking if is working or not (google).

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  10. #20
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Quote Originally Posted by Fernando View Post


    I am testing bundle and seems to be a problem with signing in the google page checking if is working or not (google).

    It's not the bundle we're having a problem with - it's the standalone .apk

    I can see that the 64-bit libraries are there - but Google Play's computer is not recognising them for whatever reason.

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