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Votes

0

Found in

6000.0.54f1

6000.1.12f1

6000.2.0b10

6000.3.0a2

Issue ID

UUM-111804

Regression

Yes

Symbols are generated for a third-party native plug-in with 'Shared Library Type' set to 'Executable' when building for Android

-

How to reproduce:
1. Open the attached “IN-107014” project
2. In the Project tab, navigate to /Packages/Unity.LibSodium/Plugins/Android/libs/
3. Ensure that 'Shared Library Type' is set to 'Executable' for each libsodium.so plugin in each architecture folder, e.g., armeabi-v7a
4. Go to File -> Build Profiles
5. Ensure that the target platform is set to Android
6. Choose the “Build” option and build the project as TestProject.apk in the TestBuild folder
7. Wait for the build process to complete
8. In the build folder, open the TestProject-0.1.0-v1-IL2CPP.symbols.zip archive
9. Inspect the contents of the folders inside the archive

Expected result: libsodium.so is not present in the TestProject-0.1.0-v1-IL2CPP.symbols.zip archive
Actual result: libsodium.so is included in the TestProject-0.1.0-v1-IL2CPP.symbols.zip archive as custom symbols

Reproducible in: 2023.3.0b1, 6000.0.54f1, 6000.1.12f1, 6000.2.0b10, 6000.3.0a2
Not reproducible in: 2022.3.65f1, 2023.3.0a19

Reproducible on: Windows 11
Not reproducible on: No other environments tested

  1. Resolution Note:

    We now use Gradle for symbol generation, as opposed to the previous obsolete Unity symbol generation hence this seems to have regressed when it did. Unfortunately it seems libsodium library has issues, so this should be taken up with their developers, but in the meantime you can remove the symbols you don't want by using PostProcessBuildAttribute to go through the symbols.zip file and remove ones you don't want before uploading (It might also be possible to add something similar to packaging.jniLibs.keepDebugSymbols.add("**/libmybadlibrary.so") to launcher/build.gradle to ask gradle to not extract symbols...).

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