![]() ![]() There are two main reasons to consider using the Android NDK: performance and porting. In this tutorial, we explain why the NDK is important, when you should use it, and when you’re better off without it. ![]() It provides you with everything you need to link your own C/C++ libraries to your apps, as well as commonly-used system libraries like libc, libm, OpenGL ES, libz, JNI, and logging libraries for use. If you are unable to ship x86 binaries, include both arm32 and arm64 ABIs in your builds.The Android NDK (Native Development Kit), now on its seventh major revision, is a bundle of tools, libraries and documentation that can be used to link in native C/C++ libraries into your Android Java projects. This means that if your game only has arm64 build targets, it will not be available for a large number of ChromeOS devices. While arm32 translation is available on all Android-capable Chromebooks, not all Chromebooks can translate arm64 code. In this case you should include both arm32 and arm64 ABIs in your builds. If you can’t provide x86 builds note that some x86 Chromebooks can’t translate arm64 code. Even simple games should consider providing x86 builds for the best user experience. However, translation slows performance and increases battery usage. X86 Chromebooks try to translate ARM code whenever possible. Many Chromebooks will have 64-bit support and we recommend updating your app as soon as possible to include a 64-bit version to ensure continuity for your app’s users on ChromeOS ARM translation Starting in August 2021 this year, the Play Store will stop serving 32bit apps to devices that are capable of handling 64-bit . To ensure your app can run on these devices, include both 32 and 64-bit support.Īs you may know, since August 2019, all new and updated apps have been required to include a 64-bit app version. For example, due to other hardware limitations many older Chromebooks can only run 32-bit Android apps, despite having 64-bit CPUs. While only providing 64-bit builds reduces the number of build targets needed and your testing surface, it also limits the kinds of devices that can run your game. See Android 64-bit documentation for more information. ![]() A 32-bit build is optional for both ARM and x86 devices. 32 vs 64-bitĪll Android apps must provide a 64-bit build version. If App Bundles are not a possibility for you, you can use the older multi-APK for similar behaviour. They also make it easy to take advantage of Dynamic Delivery allowing users to download large game content only when requested. App Bundles let you easily bundle all four ABIs from within Android Studio, but do not increase the download size for your users. The best way to avoid this is to use Android App Bundles . This can affect your users’ disk usage, app download size, and might come up against the Play Store size limits. ![]() For example, a cmake-based adle file may contain: adle externalNativeBuild APK sizeĮach ABI in a monolithic APK increases its size. This provides the best performance and lowest battery consumption for each device. Ideally, all apps with the Android NDK code should ship with all four major Android ABIs (Application Binary Interfaces) : armeabi-v7a (arm32), arm64-v8a (arm64), x86 (x86_32), and x86_64. However, for apps written in the Android NDK, including those created with game engines, the chipset in the device can be an important concern. The difference is not important for apps written in Kotlin or Java. However, many ChromeOS devices use x86 chips. ![]()
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