I’ve worked on this before and it looked a little tricky. Something about having to download the android program and go from there to make an APK file. Sadly it looks like I didn’t take notes, so I’ll try to do that today.
Oh this is useful:
It looks like I somehow haven’t been saving my apk files in teh right place, or don’t have what I needed downloaded from Unity. I remmeber downloading some sort of android-specific software, but I think that was the wrong idea. Just looked through my applications – looks like I downloaded “Android Studio”. Going to see if I can get away without that for now.
Looks like there’s a Chinese equivalent here that uses SPKs. Not going to download that for now.
Okay so now some things are telling me to go into Unity Preferences, then mess with the SKD root file in External Tools. I keep trying to select a root file, but it keeps resetting – as if it doesn’t like the file I’m selecting.
I searched a little more, and one suggestion was to switch, in Build Settings, from “Internal” to “Gradle.” When I did that, it said that I didn’t have the keystore signing and the key, so it couldn’t do it.
This led to this google search:
keystore signing key unity
One user on this forum said:
For development : No. For publishing (i.e. Android Market) : Yes.
1) Locate the Publishing Settings under PlayerSettings
2) Create a new keystore by selecting a keystore name and password (confirm the password)
3) Select “Create a new key” under Key Alias
4) A new window opens; enter the necessary information.
5) Select the newly created key.
6) Build ( Run); your app is now signed.
That wasn’t very helpful, but these links are:
So now I’m left wondering – what’s the US country code? US?
I put that in. But now when I click “Create Key”, it sends me back to this Gogol hellscape “select android sdk root folder” that keeps cycling me in circles like talking on the phone with Comcast.
Time to google that more specifically.
Hmph. Other people have encountered this:
I’m going to see if going into Android Studio like someone in that forum recommended and locating this will help.
OH lol this is literally bc my OS (MacSierra) is HIDING IT FROM ME you stinker.
This website is wrong, holding down the shift key does NOTHING. Now, holding down the option key, THAT gets me somewhere. THERE YOU ARE YOU SNEAKY LIBRARY FOLDER CONTAINING WHAT I NEED
The rest of the website is also wrong for my OS. There is no handy dandy “view library folder” under my user options. But at least I’ve located the source of this fuckery.
I bet this is what’s messing with a lot of my Python scripting, too.
Okay so I don’t know what magic I did but now the Show LIbrary folder is showing, so I checked the HELL OUT OF IT and now it’s showing appropriately in general.
I will never get that 30 mins of my life back. Apple, I’m looking at you.
Okay so then I was aaaaall excited being like I’m gonna go build this android app in Unity right now!!! Aaaand then sadly it still says build failure.
“Unable to list target platforms. Please make sure the android sdk path is correct. See the Console for more details. See the Console for details.”
And in the console:
Error building Player: CommandInvokationFailure: Unable to list target platforms. Please make sure the android sdk path is correct. See the Console for more details.
/Library/Java/JavaVirtualMachines/jdk-9.0.1.jdk/Contents/Home/bin/java -Xmx2048M -Dcom.android.sdkmanager.toolsdir=”/Users/britts/Library/Android/sdk/tools” -Dfile.encoding=UTF8 -jar “/Applications/Unity/PlaybackEngines/AndroidPlayer/Tools/sdktools.jar” –
Error:Invalid command android
exit code: 64″
Some people are saying that there’s a problem with the latest Android update:
Oh, cool. Looks like Unity fixes it on their end:
I’m using a Unity 5 version. E’s reorganizing/refactoring/encapsulating everything in the most updated Unity version, and nothing important broke, so it looks like the solution to this is updating my Unity. Thank you , Unity updaters!