Comments (3)
[Solved]
That was quick by me to be honest xD . Some of the guy in the unity forum was saying to delete one of the library which is not the best you wanna do.
So the problem was when you import the "Everyplay" package from the "Asset Store", the both "libeveryplay" are selected with "ARMv7" under the "Android" section. So all you need to do is to change that to "x86" at the "libeveryplay" that is under the "Plugin/Everyplay/AndroidDynamicLibraries/x86/libeveryplay".
That's it, you are all good to go for making your "Android Build" :)
from everyplay-unity-sdk.
Hoping to resolve the issue on the next update of Everyplay.
Thank you so much for the excellent support from the community :)
from everyplay-unity-sdk.
This should be resolved in the latest release (2150-1570). If not, please reopen the issue. You might need to remove the old plugin or at least uncheck/check the Android support in Everyplay settings.
from everyplay-unity-sdk.
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from everyplay-unity-sdk.