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Mobile 64bit vs 32bit apk size etc

nigrinnigrin Posts: 7

Thanks to the 64bit sdk we can now build towards that target. Can you pls advise on best practices going forward for mobile apps that support all device targets with one build (Gear/Go/Quest)?

1. Do you plan to offer bundle support for 32/64bit hybrids similar to the Android App Bundle format that Google Play supports?
2. Could we go with 64bit apk's only? Maybe exclude some of the older GearVR devices which your dashboard already supports if necessary (S6 seems to have a 64bit CPU)?

Enabling 64bit support in Unity blows our apk up from 70MB to 100MB so any guidance would be awesome. Has anybody tried pure 64bit uploads at this point?
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