Replies: 19 comments
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Hi The command line for ADT there is missing platform options for the 32-bit "Android-ARM" target .. so it might be worth checking that your ANE file (if you look at it in a zip file viewer) has got the correct contents within both "Android-ARM" and "Android-ARM64" subfolders? The extension.xml should also have both sections complete (and identical, for a Java-based ANE). There was a bug within the .182 build where the packaging was wrong if the ADT configuration file was used to change the architecture specified on the command line, which is a requirement when using Animate. So I suspect what's happened here is caused by this, or by a combination of this and the command used to package the ANE. My suggestion:
thanks |
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Hi, Thank you for the suggestions.
And the command.
The
We found the |
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You'll probably need to create a 32bit apk to run on a 32bit device. The APK won't contain both 32 and 64 bit versions. |
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@marchbold |
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Yes, so if you're targeting a 32-bit device, you need to make sure that you're generating an APK that's containing the 32-bit runtime (so remove/edit the adt.cfg file, if you're using Animate). When you're uploading to the Play Store, you need to have one APK for every target architecture. Most common is to have one for the 32-bit ARM platform, and one for the 64-bit ARM platform; they need to have the same application, but a different version code (the 64-bit one should be slightly higher perhaps, e.g. 1.0.0 for 32-bit and 1.0.1 for 64-bit?) Hope that helps.. it's a bit of a manual process at the moment, we're looking at trying to use the Android App Bundle mechanism but this will need quite a few changes.. |
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hello |
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@ajwfrost
So, we have to make two |
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@jeuxdaily |
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how are you doing this
hello please more info thanks |
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We used Animat CC 2019 and AIR SDK – for Mac 33.0.0.212
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1-first answer: changed to 2- need more info 3- you mean : C:\Program Files\Adobe\Adobe Animate CC 2017\AIRSDK_Windows\lib |
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Do not know if works on windows. |
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what are the ANE you working with. I'm working with milkman but I thinks that plugin not supported 64bit |
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We do not use any Adobe Air plugin. |
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I'm trying to work in adobe animte cc 2017 |
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can you sent me this files extension.xml platform-android.xml platform-ios.xml |
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FYI we don't currently support multiple architectures within a single APK file, ADT can only generate one architecture at a time. We're looking into updating this, ideally to see if we can use the Android App Bundle format.. |
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thanks for sharing this files |
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Problem Description
Describe your problem in detail. Include the following information:
Which AIR SDK did you use? Hint: always try the latest version from Adobe Labs.
Adobe AIR SDK – for Mac 33.0.0.182 + Animate CC 2019 + macOS Mojave 10.14.5
Describe the affected environment: Flash vs. AIR, Android vs. iOS, all devices vs. just specific models.
Android(for 64-bit ARM support)
Can you reproduce it yourself, or did you get reports from other users? If so, how many users are affected (percentage)?
I reproduce it yourself
Steps to Reproduce
We are trying to update our ane to support 64-bit ARM.
We added 64-bit ARM platform into extension.xml.
And update the command by adding the 64-bit ARM platform which create the
.ane
file.The
.ane
file was successfully created. But the.apk
of App which imported the.ane
include arm-v8a directory only. And App cannot find .ane module when excute on a 64-bit ARM device.What should we do to make a 64-bit ARM supported
.ane
?Beta Was this translation helpful? Give feedback.
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