字段引用过多:70613;最大值为 65536 [英] Too many field references: 70613; max is 65536
问题描述
我的项目使用这些插件:
- OneSignal
- GooglePlay 服务
- 调整
- 谷歌分析
- Unity IAP
- Facebook SDK
这些插件几乎用在每个项目中.
但是我超过了字段引用计数
这是我的 .aar 文件列表
我应该怎么做才能减少引用计数?
那么我应该怎么做才能减少引用计数?
你有这么多功能/领域的插件.从 Unity 的编辑器构建它时存在限制,并且您已达到该限制.
要减少引用计数,您必须删除一些这些插件,但我确信您需要它们,在这种情况下,删除可能不是合适的解决方案.
目前真正解决这个问题并为 Android 构建的唯一方法是
1B.导入到 Android Studio:
如果您在导入 Android Studio 时遇到如下所示的成绩错误:
<块引用>错误:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection不能投射到org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
在 build.gradle 文件的buildscript"块中的dependencies"块中,更改:
classpath 'com.android.tools.build.gradle.2.1.0'
到
classpath 'com.android.tools.build:gradle:2.2.3'
<小时>如果导出项目还是出现同样的错误,则需要手动启用multidex.以下是 Google 的
<小时>3.将 compile 'com.android.support:multidex:1.0.1'
添加到 dependencies" 块中的 build.gradle 文件.
4.将 multiDexEnabled true
添加到 defaultConfig" 块中,该块位于 构建中的android"块中.gradle 文件.
构建 APK 并查看它是否有效.如果引用计数错误消失了,就到此为止.
<小时>5. 是否会出现如下所示的 GC 开销异常?
<块引用>java.lang.OutOfMemoryError:超出 GC 开销限制
增加执行 dex 操作时将使用的堆大小.从此
无需导出项目即可修复
必须有 Unity 5.5 及更高版本才能执行此操作:
1.转到
,复制mainTemplate.gradle
文件到您的
文件夹.
2.转到
,将AndroidManifest.xml
文件复制到你的
3.打开您刚刚使用 Visual Studio 复制的 mainTemplate.gradle
和 AndroidManifest.xml
文件,然后从 <强>通过导出项目修复 上面的说明.跳过/忽略步骤 #1A 和 #1B.只需执行从 #2 到 #5 的步骤即可.而已.
--
如果引用计数错误消失了,就停在这里:
5. 遇到如下错误?
<块引用>使用 Gradle 时必须对构建失败发布构建进行签名
只需
<小时>6.还有如下错误?
<块引用>错误:避免硬编码调试模式;省略它允许调试并发布构建以自动分配一个 [HardcodedDebugMode]
从 AndroidManifest.xml
文件中删除 android:debuggable="true">
.
如果此非导出解决方案对您不起作用,那么您必须使用导出解决方案.
My project uses these plugins:
- OneSignal
- GooglePlayServices
- Adjust
- Google Analytics
- Unity IAP
- Facebook SDK
Those plugins are used in almost every project.
But I am over field references count
This is my .aar file list
What should I do to decrease reference count?
So What should i do to decrease reference count ?
You have so many plugins with many functions/fields. There is a limit when building this from Unity's Editor and you have reached that limit.
To decrease reference count, you have to delete some these plugins but I am sure that you need them and deletion may not be the appropriate solution in this case.
The only way to actually get around this and build for Android at this moment is to export the Project as Android Project then build it with Android Studio. This removes the reference limit imposed by Unity's Editor.
EDIT
I forgot to mention that you have to enable multidex after exporting it out. Since many people go through this problem daily, I decided to add a thorough instruction on how to fix this problem by exporting it out and also how to fix it without exporting it.
FIX BY EXPORTING THE PROJECT
1A.Export the Unity Project as Android Project.
1B.Import into Android Studio:
If you get grade error when importing into Android Studio like the one below:
Error:org.gradle.api.internal.tasks.DefaultTaskInputs$TaskInputUnionFileCollection cannot be cast to org.gradle.api.internal.file.collections.DefaultConfigurableFileCollection
In the "dependencies" block which is in the "buildscript" block in the build.gradle file, change:
classpath 'com.android.tools.build.gradle.2.1.0'
to
classpath 'com.android.tools.build:gradle:2.2.3'
If you export the Project and still get the-same error, you need to manually enable multidex. Below is a simplified step to follow from Google's doc that will be shown to you in the error:
2.Add android:name="android.support.multidex.MultiDexApplication" >
to the
application tag in the AndroidManifest.xml file.
3.Add compile 'com.android.support:multidex:1.0.1'
to the "dependencies" block in the build.gradle file.
4.Add multiDexEnabled true
to the "defaultConfig" block which is in the "android" block in the build.gradle file.
Build APK and see if it works. If the reference count error is gone, stop here.
5.Getting a GC overhead exception like the one below?
java.lang.OutOfMemoryError: GC overhead limit exceeded
Increase the heap size that will be used when performing dex operation. From this solution, add the following to the "android" block in the build.gradle file:
dexOptions {
javaMaxHeapSize "4g"
}
FIX WITHOUT EXPORTING THE PROJECT
Must have Unity 5.5 and above to do this:
1.Go to <UnityInstallationDirecory>EditorDataPlaybackEnginesAndroidPlayerToolsGradleTemplates
, Copy the mainTemplate.gradle
file to your <ProjectName>AssetsPluginsAndroid
folder.
2.Go to <UnityInstallationDirecory>EditorDataPlaybackEnginesAndroidPlayerApk
, Copy the AndroidManifest.xml
file to your <ProjectName>AssetsPluginsAndroid
3.Open both the mainTemplate.gradle
and AndroidManifest.xml
file you just copied with Visual Studio then do the modification from the FIX BY EXPORTING THE PROJECT instruction above. Skip/Ignore step #1A and #1B. Just do steps from #2 to #5. That's it.
This is what the final mainTemplate.gradle
should look like and this is what the final AndroidManifest.xml
should look like. This is only for reference purposes. I suggest you don't use mine but instead follow the copy steps above to create yours because future Unity versions can come with different files. You want to make sure you use the latest one or you may have problems building it.
4.Build APK and see if it works:
--
If the reference count error is gone, stop here:
5.Getting an error like the one below?
Build Failure Release builds have to be signed when using Gradle
Just sign the apk from the Publishing Settings in the Build Settings. You can create new keystore or use an existing one.
6.Another error like below?
Error: Avoid hardcoding the debug mode; leaving it out allows debug and release builds to automatically assign one [HardcodedDebugMode]
Remove android:debuggable="true">
from the AndroidManifest.xml
file.
If this non exporting solution did not work for you then you have to use the exporting solution.
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