64_32 AAB shows only arm64-v8a in Play Console, making 32-bit devices incompatible.

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Banupriya Srinivasan

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Oct 31, 2025, 8:22:51 AM (12 days ago) Oct 31
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Hi all,

We’ve been building and uploading our Chromium-based Android App Bundle (.aab) to Play Console for some time now using the 64_32 configuration.
However, we recently noticed that some legacy devices (pure 32-bit / armeabi-v7a only) are showing the app as not compatible on Play Store.

Our build setup includes:

target_cpu = "arm64"
android_64bit_target_cpu = true
android_app_secondary_abi = "armeabi-v7a"
target = "//chrome/android:monochrome_64_32_public_bundle"

The generated .aab clearly contains multiple lib folders for both arm64-v8a and armeabi-v7a, but Play Console still lists only arm64-v8a under “Supported ABIs” in the App Bundle Explorer.

Has anyone encountered this behavior?

  • Is there a known issue with Play Console recognizing dual-ABI (64_32) bundles?

  • Do we need a separate pure 32-bit build target to maintain support for older armeabi-v7a devices? We tried building with target cpu as arm with different version codes but GP rejected the build.

  • Or has Chromium changed how it packages secondary ABIs inside AABs?

Any insights or suggestions to ensure compatibility with pure 32-bit devices would be greatly appreciated.

Thanks in advance!



Sam Maier

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Oct 31, 2025, 9:22:12 AM (12 days ago) Oct 31
to banupri...@gmail.com, Chromium-dev
The reason it is named "64_32" is because it's a version that packages a 64 bit Chrome, and a 64 and 32 bit WebView. We have no target that contains both Chrome bitness.

You will need to either ship a 32-bit build (_32) separately, or change your local gn templates to include both chrome bitnesses and then change the library loading logic. I'd strongly suggest shipping 2 different builds.

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Torne (Richard Coles)

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Oct 31, 2025, 11:00:11 AM (12 days ago) Oct 31
to sma...@chromium.org, banupri...@gmail.com, Chromium-dev
In addition to what Sam says, you very likely should not be shipping a Monochrome build at all. Monochrome is the build that includes both WebView and Chrome code, but the WebView code can only be used if this is preconfigured on the device when the device's OS image is used. If you are just distributing a browser-like app based on the Chrome code then the Monochrome build is far larger than necessary and is also making it harder to understand what's going on with 32 and 64 bit compatibility - Monochrome has to have this all set up in a nonstandard, complex way to support both Chrome and WebView.

If you're building a Chromium-based browser app you should use one of the `chrome_public` targets as the basis for it. However, this still won't support both 32 and 64 bit, as we don't have any build that does that - we rely on building two separate builds and uploading them separately (the older "multi apk/bundle" way of supporting this, rather than with a single bundle).

Banupriya Srinivasan

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Nov 3, 2025, 2:01:11 PM (9 days ago) Nov 3
to Chromium-dev, Torne (Richard Coles), banupri...@gmail.com, Chromium-dev, sma...@chromium.org

Thanks, Sam and Richard — that makes sense.

I’m running into a Play Console issue while trying to support 32-bit devices.

When I build the chrome_public target with target_cpu=arm (for 32-bit) and try uploading it, Play Console rejects the build due to the 64-bit requirement.

I already have a pure 64-bit (target_cpu=arm64) build uploaded successfully. However, even though the 32-bit build uses a lower version code, Play Console still blocks the upload because it doesn’t include a 64-bit variant in the same bundle/APK set.

Essentially, I’m trying to add 32-bit support alongside the existing 64-bit release, but the console doesn’t seem to allow publishing the 32-bit build separately.

Is there a recommended approach for handling this with Chromium-based browsers?

Torne (Richard Coles)

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Nov 4, 2025, 11:58:07 AM (8 days ago) Nov 4
to Banupriya Srinivasan, Chromium-dev, sma...@chromium.org
On Mon, 3 Nov 2025 at 14:01, Banupriya Srinivasan <banupri...@gmail.com> wrote:

Thanks, Sam and Richard — that makes sense.

I’m running into a Play Console issue while trying to support 32-bit devices.

When I build the chrome_public target with target_cpu=arm (for 32-bit) and try uploading it, Play Console rejects the build due to the 64-bit requirement.

I already have a pure 64-bit (target_cpu=arm64) build uploaded successfully. However, even though the 32-bit build uses a lower version code, Play Console still blocks the upload because it doesn’t include a 64-bit variant in the same bundle/APK set.

Essentially, I’m trying to add 32-bit support alongside the existing 64-bit release, but the console doesn’t seem to allow publishing the 32-bit build separately.


I think you need to upload both in the same APK set, so that the play store understands that they are part of a single release that just has different APKs/AABs for different devices; this isn't the "common" way of publishing apps any more since AABs were introduced. Unfortunately I'm not that familiar with the Play Store developer console's behavior to be more specific about what to do, because we release Google's official builds for Chrome and WebView via an internal mechanism that doesn't go through the developer console UI.
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