Google Play - compatibility error with publishing a game made in Unity

how are you?

Well, I have problems playing the Google Play. The question is that my partner and I published the application on Google Play yesterday, but the application does not appear to be downloaded to any device, even if the minimum version is Android 2.2 (minimun SDK 8, target SDK 19). A message is always displayed stating that the device is incompatible. During development, we use Nexus 4 for tests, and everything works fine, but still can’t download the game on this phone to Google Play. The game has also been tested on the Galaxy S3, Nexus 5, XPeria U, and Moto G, all working fine, which is also impossible to download.

I changed everything in AndroidManifest.xml, as I see in different threads, but nothing has changed. There is the contents of my .xml

Please help, I do not know what to do.

Thank!

    <?xml version="1.0" encoding="utf-8"?>
<manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.unity3d.player"
    android:installLocation="preferExternal"
    android:theme="@android:style/Theme.NoTitleBar"
    android:versionCode="4"
    android:versionName="1.0.1">

    <uses-sdk
        android:minSdkVersion="8"
        android:targetSdkVersion="19" />

    <supports-screens
        android:smallScreens="true"
        android:normalScreens="true"
        android:largeScreens="true"
        android:xlargeScreens="true"
        android:anyDensity="true"/>

    <application
        android:icon="@drawable/app_icon"
        android:label="@string/app_name"
        android:debuggable="true">
        <activity android:name="com.unity3d.player.UnityPlayerProxyActivity"
                  android:launchMode="singleTask"
                  android:label="@string/app_name"
                  android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
        </activity>
        <activity android:name="com.unity3d.player.UnityPlayerActivity"
                  android:launchMode="singleTask"
                  android:label="@string/app_name"
                  android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
        </activity>
        <activity android:name="com.unity3d.player.UnityPlayerNativeActivity"
                  android:launchMode="singleTask"
                  android:label="@string/app_name"
                  android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
            <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="true" />
        </activity>

            <activity android:name="com.google.ads.AdActivity" android:configChanges="keyboard|keyboardHidden|orientation|screenLayout|uiMode|screenSize|smallestScreenSize"/>
            <receiver android:name="com.google.ads.InstallReceiver" android:exported="true">
                <intent-filter>
                    <action android:name="com.android.vending.INSTALL_REFERRER" />  
                </intent-filter>
            </receiver>
</application>

        <uses-permission android:name="android.permission.INTERNET"/>
        <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>


</manifest>
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1 answer

If you published a game like alfa or beta, you need to define mail for testing the application. But if you have already done this, you can check the following problems:

1 - Check the device indicated in the registered mail;

2 - Compare the processor version of the device with the processor version on Unity, which is ARMv7;

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