Quickstart-unity: Build fails in Unity 2020.1.3f1 due to wrong named generated folder

Created on 21 Aug 2020  路  4Comments  路  Source: firebase/quickstart-unity

Please fill in the following fields:

Unity editor version: 2020.1.3f1
Firebase Unity SDK version: 6.15.2
Source you installed the SDK (.unitypackage or Unity Package Manager): UPM
Firebase plugins in use (Auth, Database, etc.): Auth, Crashlytics, Analytics
Additional SDKs you are using (Facebook, AdMob, etc.): AdMob
Platform you are using the Unity editor on (Mac, Windows, or Linux): Windows
Platform you are targeting (iOS, Android, and/or desktop): Android
Scripting Runtime (Mono, and/or IL2CPP): IL2CPP

Please describe the issue here:

in Unity 2020 android libs must be located in .androidlib folders. Following these instructions:
https://firebase.google.com/docs/unity/setup?authuser=1#missing_firebase_android_config_file_in_unity_2020
I renamed the Firebase folder to Firebase.androidlib in Plugins. 2 things happen now:

  1. When building, the sdk regenerates the Firebase folder without .androidlib extension and fills it with the usual files. This causes duplication and build errors
  2. the Andriodmanifest contains minSdkVersion tag which is not supported anymore it seems

The Crashlytics build id file is put into the wrong folder as well.

So how can i prevent the sdk from regenerating this Folder and only use the renamed one?

Please answer the following, if applicable:

Have you been able to reproduce this issue with just the Firebase Unity quickstarts (this GitHub project)?
yes

What's the issue repro rate? (eg 100%, 1/5 etc)
100%

core bug

All 4 comments

Hi @NilokiloxD

We've made a post about the issues with Unity 2020.1, and how to work around them here: https://firebase.googleblog.com/2020/08/firebase-compatibility-with-unity-20201.html

We're looking into how to fix the SDK so that these workarounds are not necessary, but it will still take a bit of time. If that blog post doesn't resolve your issues, please let us know.

We have the same issue.

This is currently (the only issue) blocking us from adopting Unity 2020 (we don't want to do any changes or "hacks" to third party SDKs in order to make it work). Do you guys have an ETA for when this will be fixed (days/weeks/months)?

@NilokiloxD Yup minSdkVersion is not supported anymore in Unity 2020. I think this is the only missing part from the blog post @a-maurice mentioned. I have removed that for the next release.

Also all of the fixes related to google-services.xml and Crashlytics bundle id are done for the next release as well. The issue with Crashlytics bundle id is related to .androidlib postfix as well. You should not need to use launchTemplate.gradle as the blog post described.

I think the duplication will not cause any error, since Unity basically ignore any folder without .androidlib postfix for the Android build, at least that is what I saw with Unity 2020.1.2f1. What is the build error?

@Volcore We are currently in the process to roll out our next release. Usually take one to two weeks. However, since it is awhile since the last release, there may be additional works for this time. I think most of the workaround documented in the blog post is not really hacks but just changes for new requirement in Unity 2020. It should be safe to apply them. Let us know if you run into any issue.

Hi folks,

6.16.0 was release! .androidlib and minSdkVersion issues should be fixed in this release.
You can download .unitypackage here or upgrade it through Unity Package Manager.

I'll close this issue for now. If the issue remains, please report a new bug using bug template

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