首页 > 解决方案 > 如何让我的 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,但由于我对编程很陌生,我不确定如何解决我目前遇到的问题。您会看到,Google Play 控制台告诉我该应用程序仅支持 2006 设备,尽管我看不出这是为什么。

设置和东西:我使用 Unity 和 C# 来创建应用程序。在统一引擎中,在构建设置下,我将最低 API 级别设置为 19,并将目标 API 设置为自动(最高安装)。最初,我只是让 Unity 为游戏创建清单文件,但为了尝试解决我的问题,我创建了一个新的清单文件。我将它放在资产中,在一个名为 android 的文件夹中,该文件夹位于一个名为 plugins 的文件夹中(一些教程告诉我这样做)。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>

我已将应用程序发布到 Google Play 商店,但在除 2006 之外的所有设备上,它只是说

此版本与您的设备不兼容

有谁知道我该如何解决这个问题?

谢谢!

另外,我应该提到我向 Google Play 开发者支持发送了一封电子邮件,并收到了以下回复:

你好呀,

感谢您联系 Google Play 开发者支持。

我了解到您想弄清楚为什么您的设备三星 Galaxy Note9 与您的应用程序不兼容。我检查了一些东西,发现以下版本的设备不兼容,原因如下:

运行 Android SDK 29 的 Galaxy Note9:

No supported GL Textures: 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_renderingGL_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_renderingGL_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_renderingGL_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_renderingGL_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+,因此运行 SDK 29 以下的任何设备都无法安装该应用。但是,此版本也不支持 GL 纹理(请注意,这与上面的集合不同):

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_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:同样,运行任何低于 29 的 SDK 的设备都与该应用程序不兼容。但是,由于不支持 GL 纹理(与上述两者不同),此设备的此版本也不兼容:

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_renderingGL_QCOM_extended_get、GL_QCOM_shader_framebuffer_fetch_noncoherent、GL_QCOM_texture_foveated、GL_QCOM_tiled_renderingGL_QCOM_extended_get、GL_QCOM_shader_framebuffer_fetch_noncoherent、GL_QCOM_texture_foveated、GL_QCOM_tiled_rendering

我们无法告诉您如何处理 GL 纹理,因为我们没有接受过应用程序开发方面的培训,因此您可能需要查看公共开发者论坛,例如 stackoverflow.com 上的论坛

要解决 Android SDK 问题,您需要更改应用的清单,以降低 minSDK 值。

我希望这有帮助!如果您有其他问题或疑虑,请告诉我。

此致 Pete Google Play 开发者支持

标签: c#androidunity3dgoogle-playgoogle-play-console

解决方案


感谢@RetiredNinja 解决问题!这是他写的(idk 如何接受回复作为答案):

“你的纹理压缩成 ETC/ETC2 了吗?——退休忍者”

“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”


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