The classes in both Library projects and AARs exist in JAR files, which are simple zips of compiled Java class files. Library Projects are the old way of sharing components in the Android ecosystem and AARs are the newer way. The native code and resources will be packaged either as an Android Library Project or Android Archive (AAR) under the Assets/Plugins/Android/ directory. Unity Android Plugins typically consist of some C# Unity code along with native Android code and resources. Super Brief Anatomy of Unity Android Plugins Google Play Game Services, for example, is close to 25K methods on its own, a significant chunk of the 64K you are allotted. Unfortunately, some plugins are quite large. Android native plugins are a necessity for almost all Unity games. The most common way to hit this limit in Unity is through the use of native plugins. Important takeaway is if you can manage to keep your game comfortably below this number, you will save yourself a lot of trouble. There’s no shortage of forum posts and blog entries on this subject. This post will attempt to walk you through the various ways to deal with it. The long and short of it is if your game taps against the 64K method limit per DEX file you’re going to need to get down and dirty with your native plugins and/or build workflow. Perhaps they did (I haven’t read the spec) and the blame falls on other elements in your toolchain. Could you ever imagine a Unity Android game that used more than 64K Java methods? Neither could the architects of the Dalvik bytecode.
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