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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
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.