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Fixed in 2017.1.0f3

Fixed in 5.4.X, 5.5.X, 5.6.X

Votes

39

Found in

5.5.2f1

2017.2.0f3

Issue ID

888859

Regression

Yes

Android Build fails when the latest Android SDK Tools 25.3.1 version is used

Android

-

How to reproduce:
1. Update Android SDK Tools to 25.3.1
- In Mac open Android Studio -> Check for updates and update Android Studio version (might be not necessary)
- In Android Studio -> Preferences -> Appearance & Behavior -> System Settings -> Android SDK -> SDK Tools
2. Create a new Unity project
3. Build and run on Android device
Result: Build fails "CommandInvokationFailure: Unable to list target platforms. Please make sure the android sdk path is correct. See the Console for more details. ..."

Reproducible: 5.5.2p2, 5.6.0b11, 2017.1.0a3

Note: I haven't been able to reproduce this issue on Windows machine. As after update via Android Studio, SDK Manager still doesn't see SDK Tools 25.3.1 version and uses 25.2.5

Workaround for the customers.

1) just open https://developer.android.com/studio/index.html
2) scroll down to the bottom of that page
3) go to downloads
4) scroll down to the bottom of that page
5) find Windows "tools_r25.2.3-windows.zip" download and unzip it
5) find MacOSX "tools_r25.2.3-macosx.zip" download and unzip it.
6) In the SDK path replace the tools folder.

FIXED:
Unity versions: 5.4.5p2, 5.5.3p3, 5.6.0p3, 2017.1.0b3
SDK Tools have to be updated to 26.x.x

Comments (172)

  1. jazzpablo

    May 10, 2017 03:18

    Actually I'm still getting this error when building for Gear VR (I don't get it anymore when building for Cardboard)

  2. ikerion

    May 09, 2017 08:32

    Using 5.6.p04, still getting the "Unable to Merge Android manifest"

  3. jazzpablo

    May 09, 2017 02:16

    It's working well for me now in 5.6.p04.

  4. Bruno-Meneghetti

    May 08, 2017 15:43

    The problem with merging the Manifests as stated by OBSIDIANX is supposedly fixed on the new patch 5.6.0p4 released today (may 08). I'll try it now!

  5. jazzpablo

    May 06, 2017 10:03

    Using 5.6.p03 I'm also getting the error message "Error:Invalid command manifmerger"..

  6. f413dm-matthews454460

    May 06, 2017 00:27

    I started fresh with the advised "tools_r25.2.3-windows.zip", in Unity 5.6.0p3, and I am receiving this error. This issue is not resolved.

  7. vcrn

    May 05, 2017 13:24

    So is there any solution/workaround to "Error:Invalid command manifmerger", or do we have to wait for another Unity patch?

  8. Adam-VisualVocal

    May 03, 2017 19:15

    Re: Unity 5.6.0p3 does NOT fix this issue
    I totally agree with ObsidianX. I just lost a day fighting the "Error:Invalid command manifmerger" issue until I found this thread.

  9. Evaldas_Unity

    May 03, 2017 13:28

    Hey everyone!
    Sorry that the tag at the top says that it is fixed in 2017.1. That's just how our system marks fixed versions.
    To be precise this issue should be fixed in 2017.1.0b3, 5.5.3p3, 5.4.5p2 when those come out, and is fixed in 5.6.0p3.

    Hope this brings some clarity : )

    Evaldas
    Unity QA

  10. ObsidianX

    May 03, 2017 01:04

    Unity 5.6.0p3 does NOT fix this issue. The build still fails but this time at the "Merging Manifests" step with the following error:

    CommandInvokationFailure: Unable to merge android manifests. See the Console for more details.
    /Library/Java/JavaVirtualMachines/jdk1.8.0_101.jdk/Contents/Home/bin/java -Xmx2048M -Dcom.android.sdkmanager.toolsdir="/Users/me/android-sdk/tools" -Dfile.encoding=UTF8 -jar "/Applications/Unity 5.6.0p3/PlaybackEngines/AndroidPlayer/Tools/sdktools.jar" -

    stderr[
    Error:Invalid command manifmerger
    ]
    stdout[

    ]
    exit code: 64
    UnityEditor.Android.Command.Run (System.Diagnostics.ProcessStartInfo psi, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidSDKTools.RunCommandInternal (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.Android.AndroidSDKTools.RunCommandSafe (System.String javaExe, System.String sdkToolsDir, System.String[] sdkToolCommand, Int32 memoryMB, System.String workingdir, UnityEditor.Android.WaitingForProcessToExit waitingForProcessToExit, System.String errorMsg)
    UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()

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