Is it necessary to use a distinct Android SDK for a Unity project?

To resolve the error encountered while building an APK with Unity, start by opening the Android SDK Manager. Obtain the SDK location and then navigate to Edit in Unity.


Unity project
relies on Google VR, but it’s facing compatibility issues with the latest versions of tools and platform tools offered in
Android SDK

One possible solution is to create a distinct
android sdk
containing the older, compatible versions of the folders and add it to my
unity project
to ensure that my
Android Studio
projects’ android sdk stays up-to-date while my Unity project continues to work. However, this approach necessitates the possession of two copies of the android sdk, which can be cumbersome due to its large size (approximately 30G according to my initial copying attempt).

Is there a neater alternative that would occupy less area?

Solution 1:

The Android SDK is a modular system, allowing you to select and install only the components you require rather than having to download the entire package.

The inclusion of
Android device
images (emulators) is among the factors contributing to its size. If you have no use for them, omitting their installation will result in a smaller storage footprint on your
hard drive

Solution 2:

To properly identify the Android SDK, it is necessary to indicate it within

Edit-Preferences-External Tools


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