title: Unity aab not compliant with the Google Play 64-bit requirement
body: <p>I have a Unity project that I'm switching from APKs to AABs (app bundles).  Previously, when I was building it as an APK, the Google Play Console told me the APK was 64-bit compliant.</p>
  
  <p>Now that I'm building an aab, I'm getting the warning:</p>
  
  <blockquote>
    <p>This release is not compliant with the Google Play 64-bit requirement.
    The following APKs or App Bundles are available to 64-bit devices, but
    they only have 32-bit native code</p>
  </blockquote>
  
  <ol>
  <li>I have both ARM7 and ARM64 architectures set. </li>
  <li>I am excluding x86.</li>
  <li>When I open the .aab in an archive viewer, the lib folder has all of
  the .so's for both arm64-v8a and armabi-v7a.</li>
  <li>I'm using IL2CPP, .NET 4.x</li>
  <li>I'm using Unity 2018.3.7f1</li>
  <li>My ndk version is 16b</li>
  <li>My 
  Android Studio is up to 3.4.2 and gradle is 3.2</li>
  </ol>
  
  <p>A lot of similar threads here talk about following the "Learn more" links, which I've done.  I had already done all of the work to get my app 64-bit compliant before switching to app bundles.</p>
  
  <p>Other threads talk about Android Studio solutions, which I can't use because my automated build process involves building with Unity from command line, so it has to be Unity configurations or bust.</p>
  
  <p>My expectation was the app bundles were supposed to be the hot new way to let Google build better APKs for you, but it seems like it's getting confused on whether or not aabs are actually 64-bit compliant, which seems to defeat the whole purpose.</p>
  
  <p>Is this a Unity problem, does Google have an error in their system with regards to app bundles, or is there some other step I'm missing?</p>