This may be mainly a question for but it sounds like there have been some changes in the requirements for using Distriqt ANEs as well since last year.
#Archived adobe air sdk versions update#
We only use Distriqt ANEs (mainly InAppBilling and Application, and one app uses Share and CameraRollExtended), so we'll also have to update those. Also wasn't sure if we could just target API 33 in the older 33.1 SDKs, or if it's only safe to be targeting API level 33 with the newer 50.x SDKs. All of our apps are GPU-rendermode, don't use Workers, and don't use the newer running in background thread, if that makes a difference on what's safe to be using in that case. I'd love to just update to API Level 33 so we can at least skip a year with these annual Google Play updates, but if we should stick to an older SDK and use API 31 if that's more stable that's also an option.
Getting through all of the game updates (with updating ANEs, and playtesting on multiple devices) will be quite a few weeks of work, so I'd prefer to just go through the process once with something stable and not have to keep updating :) With seeing recent issue reports of crashes with 50.2.2.x I wasn't sure whether it would be safe to use these newer versions for production, or if we should stick to the 33.1 branch, or if there's an older 50.x that should be used instead (or maybe there's another 50.x update on the horizon that we should wait for).
All of our live apps were last built with 33.1.1.743 last year, so I'm assuming we should be switching to something newer than that.
I was wondering if anyone has suggestions of the best stable version of the AIR SDK that we should be using nowadays for the updates. With the Google Play deadline approaching for updating the target API for all existing apps, we're getting ready to update a couple dozen Android apps that were previously targeting API 30 and using legacy builds.