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Can be some application funcionality? |
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That's odd, I just checked one of our older apps (using 33.1.1.935) and our newest (using 50.2.4.4) and they have the same number of supported device models (19,131 in our case). How are you packaging the app, and which version of AIR 50.x are you using? I think there was an issue with anything < 50.2.4.3 where the 32-bit libraries weren't always included in AABs, not sure if that was Animate-specific. You can also unzip your AAB and make sure you see an armeabi-v7a folder in base/lib to confirm the 32-bit libraries are there. |
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UPDATE:
Adding this to the XML seems to have done the trick!
<buildArchitectures>armv7,armv8,x86,x64</buildArchitectures>
Google now says that 19,963 devices are supported.
Hey, I'm wondering if anyone knowledgable in Android development can shed some light on this issue.
About 2 years ago I published my app "Epic Battle Fantasy 5" on Google Play, and have not kept it up to date - the device catalog says that around 20K devices are supported.
The app uses AIR 33 and Distriqt's Ads, In-App purchases, App Rater, Cloud Saving and Achievements ANEs.
In the manifest file I have: android:minSdkVersion="19" android:targetSdkVersion="31"
Now I published "Epic Battle Fantasy 4", using updated ANEs and AIR 50, and the device catalog says that only 9.5K devices are supported.
In the manifest file I have: android:minSdkVersion="19" android:targetSdkVersion="33"
Have I misconfigured something? The compatibility doesn't appear to rely on the Android version, some users are suggesting that maybe 32bit devices aren't working?
What are the best practices for supporting the most Android devices?
Thanks.
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