Quick answer: Enable arm64 in the build's target architectures, replace any 32-bit-only native plugins, and rebuild so every native library has a 64-bit version.

Your mobile game upload is rejected for not supporting 64-bit because a build setting or plugin still ships 32-bit-only code. Adding arm64 and fixing plugins fixes it.

How to fix it

1. Enable arm64 in build settings

In Unity Player Settings set Target Architectures to include ARM64 (and use IL2CPP, since Mono cannot build arm64 on Android); in other engines enable the 64-bit ABI in the platform settings.

2. Replace 32-bit-only plugins

Any native plugin or .so/.a without a 64-bit variant blocks the requirement. Update the plugin or obtain its arm64 binaries so every native library has a 64-bit build.

3. Verify the architectures shipped

Inspect the final artifact's native library folders to confirm a 64-bit ABI is present and that no 32-bit-only library remains, before resubmitting to the store.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every mobile error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.