我如何让Google Play应用支持更多设备?

问题描述

我最近在Google Play商店上发布了我的第一个应用程序,但是由于我对编程尚不陌生,所以不确定如何解决当前存在的问题。 您会看到,Google Play控制台告诉我该应用程序仅支持2006年的设备,即使我看不到原因也是如此。

设置和内容: 我已经使用Unity和C#创建了应用程序。在统一引擎的构建设置下,我将最低API级别设置为19,将目标API设置为自动(安装最高)。 最初,我只是让Unity为游戏创建清单文件,但为解决问题,我创建了一个新的清单文件。我将其放在资产中的一个名为android的文件夹中,该文件夹在一个名为plugins的文件夹中(一些教程告诉我要这样做)。清单文件如下所示:

<?xml version="1.0" encoding="utf-8"?>
<!-- GENERATED BY UNITY. REMOVE THIS COMMENT TO PREVENT OVERWRITING WHEN EXPORTING AGAIN-->
<manifest
    xmlns:android="http://schemas.android.com/apk/res/android"
    package="com.unity3d.player"
    xmlns:tools="http://schemas.android.com/tools">
    
    <supports-screens 
        android:smallScreens="true" 
        android:normalScreens="true"
        android:largeScreens="true"
        android:xlargeScreens="true"
        android:anyDensity="true" />
        
    <application>
        <activity android:name="com.unity3d.player.UnityPlayerActivity"
                  android:theme="@style/UnityThemeSelector">
            <intent-filter>
                <action android:name="android.intent.action.MAIN" />
                <category android:name="android.intent.category.LAUNCHER" />
            </intent-filter>
            <meta-data android:name="unityplayer.UnityActivity" android:value="true" />
        </activity>
    </application>
</manifest>

我已经将该应用发布到了Google Play商店,但是在2006年(除2006年)上的所有设备上,它都只显示了

此版本与您的设备不兼容

有人知道我该如何解决吗?

谢谢!

另外,我应该提到我已经向Google Play开发者支持小组发送了一封电子邮件,并且得到了以下回复:

你好,

感谢您与Google Play开发者支持联系。

我了解您正在尝试弄清为什么您的设备三星 Galaxy Note9,与您的应用程序不兼容。我检查了一些 事情,我发现以下版本的设备是 不兼容的原因如下:

运行Android SDK 29的Galaxy Note9:

不支持GL纹理:GL_AMD_compressed_ATC_texture, GL_AMD_performance_monitor,GL_ANDROID_extension_pack_es31a, GL_APPLE_texture_2D_limited_npot,GL_ARB_vertex_buffer_object, GL_ARM_shader_framebuffer_fetch_depth_stencil,GL_EXT_EGL_image_array, GL_EXT_EGL_image_external_wrap_modes,GL_EXT_EGL_image_storage, GL_EXT_YUV_target,GL_EXT_blend_func_extended, GL_EXT_blit_framebuffer_params,GL_EXT_buffer_storage, GL_EXT_clip_control,GL_EXT_clip_cull_distance, GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float, GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker, GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query, GL_EXT_draw_buffers_indexed,GL_EXT_external_buffer, GL_EXT_fragment_invocation_density,GL_EXT_geometry_shader, GL_EXT_gpu_shader5,GL_EXT_memory_object,GL_EXT_memory_object_fd, GL_EXT_multisampled_render_to_texture, GL_EXT_multisampled_render_to_texture2,GL_EXT_primitive_bounding_box, GL_EXT_protected_textures,GL_EXT_read_format_bgra,GL_EXT_robustness, GL_EXT_sRGB,GL_EXT_sRGB_write_control, GL_EXT_shader_framebuffer_fetch,GL_EXT_shader_io_blocks, GL_EXT_shader_non_constant_global_initializers, GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp, GL_EXT_texture_buffer,GL_EXT_texture_cube_map_array, GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888, GL_EXT_texture_format_sRGB_override,GL_EXT_texture_norm16, GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_decode, GL_EXT_texture_type_2_10_10_10_REV,GL_KHR_blend_equation_advanced, GL_KHR_blend_equation_advanced_coherent,GL_KHR_debug, GL_KHR_no_error,GL_KHR_robust_buffer_access_behavior, GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr, GL_NV_shader_noperspective_interpolation,GL_OES_EGL_image, GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3, GL_OES_EGL_sync,GL_OES_blend_equation_separate, GL_OES_blend_func_separate,GL_OES_blend_subtract, GL_OES_compressed_ETC1_RGB8_texture, GL_OES_compressed_pa​​letted_texture,GL_OES_depth24, GL_OES_depth_texture,GL_OES_depth_texture_cube_map, GL_OES_draw_texture,GL_OES_element_index_uint, GL_OES_framebuffer_object,GL_OES_get_program_binary, GL_OES_matrix_palette,GL_OES_packed_depth_stencil, GL_OES_point_size_array,GL_OES_point_sprite,GL_OES_read_format, GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables, GL_OES_shader_image_atomic,GL_OES_shader_multisample_interpolation, GL_OES_standard_derivatives,GL_OES_stencil_wrap, GL_OES_surfaceless_context,GL_OES_texture_3D, GL_OES_texture_compression_astc,GL_OES_texture_cube_map, GL_OES_texture_env_crossbar,GL_OES_texture_float, GL_OES_texture_float_linear,GL_OES_texture_half_float, GL_OES_texture_half_float_linear,GL_OES_texture_mirrored_repeat, GL_OES_texture_npot,GL_OES_texture_stencil8, GL_OES_texture_storage_multisample_2d_array,GL_OES_texture_view, GL_OES_vertex_array_object,GL_OES_vertex_half_float, GL_OVR_multiview,GL_OVR_multiview2, GL_OVR_multiview_multisampled_render_to_texture, GL_QCOM_YUV_texture_gather,GL_QCOM_alpha_test,GL_QCOM_extended_get, GL_QCOM_shader_framebuffer_fetch_noncoherent, GL_QCOM_shader_framebuffer_fetch_rate,GL_QCOM_texture_foveated, GL_QCOM_texture_foveated_subsampled_layout,GL_QCOM_tiled_rendering

运行Android SDK 27的Galaxy Note9:该应用仅支持SDK 29+,因此 任何运行29岁以下SDK的设备都无法安装该应用。但是这个 版本也不支持GL纹理(请注意,这是一个 与上述设置不同的设置):

GL_AMD_compressed_ATC_texture,GL_AMD_performance_monitor, GL_ANDROID_extension_pack_es31a,GL_APPLE_texture_2D_limited_npot, GL_ARB_vertex_buffer_object, GL_ARM_shader_framebuffer_fetch_depth_stencil,GL_EXT_EGL_image_array, GL_EXT_YUV_target,GL_EXT_blit_framebuffer_params, GL_EXT_buffer_storage,GL_EXT_clip_cull_distance, GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float, GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker, GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query, GL_EXT_draw_buffers_indexed,GL_EXT_external_buffer, GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_memory_object, GL_EXT_memory_object_fd,GL_EXT_multisampled_render_to_texture, GL_EXT_multisampled_render_to_texture2,GL_EXT_primitive_bounding_box, GL_EXT_protected_textures,GL_EXT_robustness,GL_EXT_sRGB, GL_EXT_sRGB_write_control,GL_EXT_shader_framebuffer_fetch, GL_EXT_shader_io_blocks, GL_EXT_shader_non_constant_global_initializers, GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp, GL_EXT_texture_buffer,GL_EXT_texture_cube_map_array, GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888, GL_EXT_texture_norm16,GL_EXT_texture_sRGB_R8, GL_EXT_texture_sRGB_decode,GL_EXT_texture_type_2_10_10_10_REV, GL_KHR_blend_equation_advanced, GL_KHR_blend_equation_advanced_coherent,GL_KHR_debug, GL_KHR_no_error,GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr, GL_NV_shader_noperspective_interpolation,GL_OES_EGL_image, GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3, GL_OES_EGL_sync,GL_OES_blend_equation_separate, GL_OES_blend_func_separate,GL_OES_blend_subtract, GL_OES_compressed_ETC1_RGB8_texture, GL_OES_compressed_pa​​letted_texture,GL_OES_depth24, GL_OES_depth_texture,GL_OES_depth_texture_cube_map, GL_OES_draw_texture,GL_OES_element_index_uint, GL_OES_framebuffer_object,GL_OES_get_program_binary, GL_OES_matrix_palette,GL_OES_packed_depth_stencil, GL_OES_point_size_array,GL_OES_point_sprite,GL_OES_read_format, GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables, GL_OES_shader_image_atomic,GL_OES_shader_multisample_interpolation, GL_OES_standard_derivatives,GL_OES_stencil_wrap, GL_OES_surfaceless_context,GL_OES_texture_3D, GL_OES_texture_compression_astc,GL_OES_texture_cube_map, GL_OES_texture_env_crossbar,GL_OES_texture_float, GL_OES_texture_float_linear,GL_OES_texture_half_float, GL_OES_texture_half_float_linear,GL_OES_texture_mirrored_repeat, GL_OES_texture_npot,GL_OES_texture_stencil8, GL_OES_texture_storage_multisample_2d_array, GL_OES_vertex_array_object,GL_OES_vertex_half_float, GL_OVR_multiview,GL_OVR_multiview2, GL_OVR_multiview_multisampled_render_to_texture,GL_QCOM_alpha_test, GL_QCOM_extended_get,GL_QCOM_shader_framebuffer_fetch_noncoherent, GL_QCOM_texture_foveated,GL_QCOM_tiled_rendering

运行Android 28的Galaxy Note9:再次,运行任何SDK的设备较低 超过29个与该应用程序不兼容。但是,此版本的 由于不支持GL纹理,因此该设备也不兼容 (与上述两个设置都不相同):

GL_AMD_compressed_ATC_texture,GL_AMD_performance_monitor, GL_ANDROID_extension_pack_es31a,GL_APPLE_texture_2D_limited_npot, GL_ARB_vertex_buffer_object, GL_ARM_shader_framebuffer_fetch_depth_stencil,GL_EXT_EGL_image_array, GL_EXT_EGL_image_external_wrap_modes,GL_EXT_EGL_image_storage, GL_EXT_YUV_target,GL_EXT_blend_func_extended, GL_EXT_blit_framebuffer_params,GL_EXT_buffer_storage, GL_EXT_clip_control,GL_EXT_clip_cull_distance, GL_EXT_color_buffer_float,GL_EXT_color_buffer_half_float, GL_EXT_copy_image,GL_EXT_debug_label,GL_EXT_debug_marker, GL_EXT_discard_framebuffer,GL_EXT_disjoint_timer_query, GL_EXT_draw_buffers_indexed,GL_EXT_external_buffer, GL_EXT_geometry_shader,GL_EXT_gpu_shader5,GL_EXT_memory_object, GL_EXT_memory_object_fd,GL_EXT_multisampled_render_to_texture, GL_EXT_multisampled_render_to_texture2,GL_EXT_primitive_bounding_box, GL_EXT_protected_textures,GL_EXT_robustness,GL_EXT_sRGB, GL_EXT_sRGB_write_control,GL_EXT_shader_framebuffer_fetch, GL_EXT_shader_io_blocks, GL_EXT_shader_non_constant_global_initializers, GL_EXT_tessellation_shader,GL_EXT_texture_border_clamp, GL_EXT_texture_buffer,GL_EXT_texture_cube_map_array, GL_EXT_texture_filter_anisotropic,GL_EXT_texture_format_BGRA8888, GL_EXT_texture_format_sRGB_override,GL_EXT_texture_norm16, GL_EXT_texture_sRGB_R8,GL_EXT_texture_sRGB_decode, GL_EXT_texture_type_2_10_10_10_REV,GL_KHR_blend_equation_advanced, GL_KHR_blend_equation_advanced_coherent,GL_KHR_debug, GL_KHR_no_error,GL_KHR_robust_buffer_access_behavior, GL_KHR_texture_compression_astc_hdr, GL_KHR_texture_compression_astc_ldr, GL_NV_shader_noperspective_interpolation,GL_OES_EGL_image, GL_OES_EGL_image_external,GL_OES_EGL_image_external_essl3, GL_OES_EGL_sync,GL_OES_blend_equation_separate, GL_OES_blend_func_separate,GL_OES_blend_subtract, GL_OES_compressed_ETC1_RGB8_texture, GL_OES_compressed_pa​​letted_texture,GL_OES_depth24, GL_OES_depth_texture,GL_OES_depth_texture_cube_map, GL_OES_draw_texture,GL_OES_element_index_uint, GL_OES_framebuffer_object,GL_OES_get_program_binary, GL_OES_matrix_palette,GL_OES_packed_depth_stencil, GL_OES_point_size_array,GL_OES_point_sprite,GL_OES_read_format, GL_OES_rgb8_rgba8,GL_OES_sample_shading,GL_OES_sample_variables, GL_OES_shader_image_atomic,GL_OES_shader_multisample_interpolation, GL_OES_standard_derivatives,GL_OES_stencil_wrap, GL_OES_surfaceless_context,GL_OES_texture_3D, GL_OES_texture_compression_astc,GL_OES_texture_cube_map, GL_OES_texture_env_crossbar,GL_OES_texture_float, GL_OES_texture_float_linear,GL_OES_texture_half_float, GL_OES_texture_half_float_linear,GL_OES_texture_mirrored_repeat, GL_OES_texture_npot,GL_OES_texture_stencil8, GL_OES_texture_storage_multisample_2d_array, GL_OES_vertex_array_object,GL_OES_vertex_half_float, GL_OVR_multiview,GL_OVR_multiview2, GL_OVR_multiview_multisampled_render_to_texture,GL_QCOM_alpha_test, GL_QCOM_extended_get,GL_QCOM_shader_framebuffer_fetch_noncoherent, GL_QCOM_texture_foveated,GL_QCOM_tiled_rendering

由于我们没有经过培训,我们无法告诉您如何处理GL纹理 应用开发,因此您可能需要向公共开发人员咨询 论坛,例如stackoverflow.com上的论坛

要解决Android SDK问题,您需要更改应用程序的 清单,以使minSDK值较低。

我希望这会有所帮助!如果您还有其他疑问,请告诉我 问题。

关于Pete Google Play开发者支持

解决方法

感谢@RetiredNinja解决了该问题!这是他写的(idk如何接受答复作为答案):

“您的纹理是否压缩为ETC / ETC2?–退役忍者”

“这可能是您的问题。您应该在此处阅读Android部分:https://docs.unity3d.com/Manual/class-TextureImporterOverride.html#notes-on-android您可能希望将其设置为ETC2或不要覆盖。–退休忍者”

,

将最低SDK设置为gradle的较低版本

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