Search Issue Tracker
By Design
Votes
0
Found in
2019.3
2019.3.0f6
2020.1
Issue ID
1215550
Regression
No
Editor uses path to Android SDK which was set manually even when flagged to use SDK Installed With Unity in Preferences
To reproduce:
1. Open the user's attached project
2. Have Android SDK in an external location
3. Set the path to that external Android SDK in Edit>Preferences>External Tools
4. In Edit>Preferences>External Tools Check the checkbox to use Android SDK Tools installed with Unity
5. Build an apk of a sample scene
Expected: Console outputs a path to the currently used SDK which is in the Unity folder
Actual: Console outputs a path to the external SDK even though it was set to use the SDK that came with Unity
Reproduced with: 2019.3.1f1, 2020.1.0a21
Notes:
Not reproduced with 2018.4 - no auto android tools installation was available
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- TransformAccessArray.Add behaves differently when the argument is null and the argument is an int
- [iOS] App crashes when trying to use WebCamTexture depth data on back triple camera
- [Mobile] Only second base Camera out of two base Cameras with priority 1 and -1 is rendered in the Player
- Highlighter.Highlight does not find window when using class name as window title
- Highlighter.Highlight highlights a different component when multiple components have the same property path
Resolution Note (2020.2.X):
The project uses EditorPrefs.GetString("AndroidSdkRoot") internal editor prefs value to get the path to the SDK that is supposedly used by the editor. That is not correct and the editor does not use this path in this described case. Instead a public API AndroidExternalToolsSettings.sdkRootPath (https://docs.unity3d.com/ScriptReference/Android.AndroidExternalToolsSettings-sdkRootPath.html) should be used which correctly returns the SDK path used by the editor.