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DllNotFoundException when building for Android 64-bit #25
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I've encountered the same problem, especially because of Google Play Store changes that require separate support for ARM64. The problem is because the library you are talking about is compiled for ARMv7, with Scripting Backend set to Mono, not to IL2CPP. However, Mono provides support only for 32 bits, and even if 64-bits-based phones have no problem to install, open and use it - Google doesn't accept that. Question from my site to the author: would you like to provide .so library for 64-bit / ARM64 Android? |
You're correct, this package doesn't include an ARM64 library. However, I have been able to resolve this issue in the past. This Link provides a working ARM64 library. However, I wasn't able to add it in Unity directly but I was able to export the project to android studio and add the missing library there before generating a build. That should work for you. 👍 |
Ok, thanks. I've tried to just replace that file in my Unity project. It's loaded in runtime properly (I don't get any error with loading library using IL2CPP/ARM64 stuff), but probably it's written different and there're other methods. I will try to handle it with this what I have, maybe example implementation is enough to modify c# scripts. |
Thanks for the lead and response @Funnyguy77 ! I did what you suggested and exported from Unity to Android Studio. I renamed that .so file to match the name of the .so from this repo and added it in the "arm64-v8a" folder. Running the build, it is able to find the file now (yay!), but now gets stuck looking for "SWIGRegisterExceptionCallbacks_pocketsphinx" Here's what I'm getting out of adb:
I don't think there's much that can be done since neither of us compiled this .so file, but maybe you have an idea? The script that is running is SphinxExample.cs |
I'm attempting to get an app approved on Oculus App Lab which requires a 64-bit application. After upgrading the build settings and the plugin settings from 32-bit I was getting these errors when PocketSphinx tried to initialize.
Making sure the .so is inside of the Plugins folder gets rid of the first few errors but the DllNotFoundException sticks around
'Load on Startup' does not affect this behavior at all. This is how I have the plugin setup.
Here's my project's target architecture settings.
Hopefully the error is on my end and there is a simple solution, but thought I'd submit an issue just in case.
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