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Question by EmperorFresh · Jul 22, 2021 at 02:20 AM · android build64bitx86

Is the UNITY_64 directive reliable?

I am trying to set up my Unity to build my game as 64-bit for android. I am developing on Windows 10 and using Unity 2019.4.26f1. I am testing my build on my Android phone, w$$anonymous$$ch is a Samsung Galaxy S7 w$$anonymous$$ch is 64-bit.


  • I have set my target arc$$anonymous$$tectures to ARMv7 and ARM64.

  • I'm using IL2CPP, .NET 4.x

  • NDK Version is 19.0.5232133

  • Minimum API is 8.0 (Oreo)

  • My Android Studio is 4.2.1 and my SDKs are updated


The issue I am having is that, in game (in both Editor and Target Platform, in t$$anonymous$$s case my Android Phone) the UNITY_64 directive is returning false. T$$anonymous$$s leads me to believe that, I am not building and running the game as 64-bit.

The following solutions I have tried are:


  • Stackoverflow QA

  • Unity Forum QA

  • Creating an empty project, building it, and only checking the directive state

  • Uninstalling and reinstalling Unity

  • Erasing and resetting project and player settings

  • Rebooting computer


I couldn't figure it out. I decided to check through C# to see what it said (using t$$anonymous$$s as a reference). Turns out if I check the C# System environment if it is running on a 64-bit operating system as a 64-bit process, it returns true. T$$anonymous$$s is obviously in conflict with the UNITY_64 directive; however, I do not know w$$anonymous$$ch one to believe.

Is UNITY_64 reliable or is there somet$$anonymous$$ng going on I am not familiar with? Any help would be appreciated.

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