Search Issue Tracker
Fixed in 2021.1.X
Fixed in 2019.4.X, 2020.1.X, 2020.2.X
Votes
1
Found in
2020.1.0b12
Issue ID
1256617
Regression
No
Unity is trying to detect android sdkmanager in a wrong path when using SDK installed with Android Studio 3.6.1
Steps to reproduce:
1. Install Android Studio 3.6.1
2. Install Andoid SDK using it
3. Open Unity
4. Set platform to Android
5. Under Unity > Preferences ... > External Tools uncheck "Android SDK Tools Installed with Unity (recommended)
6. Select the path of SDK you just installed using Android Studio 3.6.1
7. Try to Build & Run
Expected Result: Unity detects all the required tools and uses that SDK
Actual Result: Unity is trying to detect SDKMANAGER in
"/Users/${USERNAME}/Library/Android/sdk/cmdline-tools/latest/bin/sdkmanager"
when it actually is in
"/Users/${USERNAME}/Library/Android/sdk/cmdline-tools/latest/tools/bin/sdkmanager"
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Lightmaps are baked incorrectly for GameObjects when their Position is <=-2048 or >=2048 on any of the coordinates
- Sahder errors in Player when "Strict shader variant matching" is enabled and the rendering path is set to "Deferred"
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
Add comment