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manpreet
Best Answer
2 years ago
I'm working on a game being exported from Unity as an Android Studio project. When I assemble and run as a debug build, it works as expected. Since we are using multiple 3rd party libraries, there are more than 65K methods, and it generates quite a few DEX files (11 files). Looking in the contents of these DEX files, they are not all full. In fact, most of them contain only a single BuildConfig class, or a bunch of related R classes. In fact, only 2 of the DEX files have anything appreciable in them, classes7.dex and classes11.dex. I don't know how the app even runs; I thought the main activity needed to be in classes.dex for it to work. But in any case everything actually works fine.
However, in release builds, the situation is much, much worse. I'm talking about 109 (one hundred and nine!) DEX files. This appears to simply be much more granular separation of the classes that were originally in the 11 DEX files before, for some reason. And here, things start to break down. On launch, ClassNotFoundExceptions start appearing on some devices, but on others it works fine. The common factor I have seen indicating whether it will work is OS version. All the devices are running Android OS 5.0+, so multidexing is supported natively, but the stable devices are mostly running 6.0+.
The main activity is in classes54.dex, which extends from a class in classes30.dex, which extends from a class in classes106.dex, which extends from Activity. Those classes it can find just fine though. The first class it complains it can't find is over in classes91.dex, for example.
I assume the problem is within the gradle process, since the issue occurs when exporting directly to an APK from Unity or when building within Android Studio. So my question is how do I either:
Current build.gradle created when exporting from Unity: