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Android 64-bit support? #67
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To clarify what I've tried here, I moved the arm64-v8a folder to /Assets/ResonanceAudio/Plugins/Android/libs/ and set the import settings on libaudiopluginresonanceaudio.so to only include Android, CPU ARM64, load on startup. After building I can analyze my .apk and see that libaudiopluginresonanceaudio.so is included in lib/arm64-v8a. But when I run the .apk in logcat I get the error message: |
I recently changed the target architecture of my AR Unity app from ARMv7 to ARM64 because of the new update of Google Play Services for AR, which no longer support ARMv7 apps in ARM64 devices (in fact, it crashes with no warnings about it), and the resonance audio rooms stop working when compiling for ARM64. Any ideas on how to fix this? |
@ffarall I don't know if this will work for you, but I ended up finding out that Unity has a Resonance Package Manager package, though it is also deprecated, but it has compiled Android 64-bit binaries. Try adding |
@skateborden I wasn't able to find the Resonance Package Manager you mentioned, and about the manifest.json, are you referring to the AndroidManifest.xml? Because I couldn't find any file named manifest.json |
Sorry, I worded that poorly. I meant there is a Resonance package for the Unity Package Manager. I meant the UPM project manifest file. |
@skateborden It worked perfectly! Thanks for the tip |
Hi, I added com.unity.google.resonance.audio @ 1.18.3 to my project, but I couldn't find any arm64 binaries. Where do I have to look for them? Or what do I have to do in order to make them run? |
@skateborden @ffarall Are you still able to get the 64-bit binaries for Android? |
Google Play now requires 64-bit Android builds. It would be really nice to use the experimental arm64 plugin, but I haven't been able to get it to work. Anyone had any luck with it?
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