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The latest AIR 30 Beta on Adobe Labs mentions a big change for releasing iOS apps with AIR: You'll no longer be able to release iOS apps that contain both 32-bit and 64-bit versions as it's done by default for years, and instead will only be able to release 64-bit-only apps.
This is a huge change for anyone with customers who still use the iPad 2, iPad 3, iPad 4, iPad Mini, iPhone 5, or iPhone 5C, since all of those devices require a 32-bit version to be included in the "universal" single app alongside the 64-bit version that newer devices will use.
To clarify, I know that Apple does not accept apps that are 32-bit-only anymore. This is concerning apps that contain both 32-bit and 64-bit code in the same single app (allowing support for iOS 9 devices as well as iOS 10+ devices), which is what AIR has done in the past and which Apple currently accepts, and which AIR 30 is dropping support for.
My biggest concern is what will happen when we need to update any of our already-existing apps in the App Store with AIR 30. Does Apple allow you to update an app with a build that removes support for platforms? And if so, what happens to those customers who already purchased our apps and are using them on iOS 9 devices -- will it download the update and the game they paid for will suddenly break and stop working? Does Apple recognize they're using a 32-bit device and will prevent them from downloading the update if the update only includes a 64-bit binary?
Also I'm curious if this is something mandated by Apple -- where in the future apps will only be accepted if they're 64-bit only and won't be accepted if they include both as they do now -- or if this is Adobe's decision to drop platforms. I haven't seen anything in the Apple Developer news or updates about dropping support for 32-bit when it's bundled with 64-bit, and Xcode seems to still create both 32-bit and 64-bit versions by default as AIR 29 currently does.
Here's the info in the release notes here:
http://fpdownload.macromedia.com/pub/labs/flashruntimes/shared/air30_flashplayer30_releasenotes.pdf
Converting Universal iOS binaries to 64-bit and making IPA 64-bit
Prior to the AIR version 30, iOS applications were packaged as universal applications. To package a 64-bit iOS application MinimumOSVersion had to be set 11.0 in the application XML.
Starting AIR version 30, all iOS and tvOS applications would be made 64-bit only, irrespective of the MinimumOSVersion tag in the application XML. Packaging universal and 32-bit iOS applications would not be supported. ANEs could be packaged using universal as well as 64-bit only native frameworks, 32-bit native frameworks would not be supported for ANEs also.
Android packaging would remain unaffected.
Based on this thread and others, and after regrouping internally, our plan is to revert the 64-bit only restriction when publishing for iOS. Our next AIR beta (hopefully out in the next few days) will return functionality to create universal targets for iOS just like you could with AIR 29 (and it'll have the ad hoc fix that many of you are waiting on).
We do not plan on re-implementing this restriction in the near future, but when we do we'll make sure to provide plenty of advanced notice so no
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If someone could please post on this thread as soon as the new hybrid Air 30 beta is out - i'm eager to try it!
Also, if there is a way for Adobe to contact us by email on important Air issues in the future please let us know.
Thanks
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Flashmonkey500, I don't know if Adobe has a built in system for doing this, but I would put my email address on a mailing list if we could get important AIR information or updates in a heartbeat. Great suggestion!
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As far as I know you can get an email for messages on this thread. So you will know when the new SDK is available.
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The new Beta SDK 30 has been released today, allowing to build 32/64 bits universal apps again:
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Thanks! I'll try it out today..