AIR SDK release

Last Updated: August 8, 2020

see the release notes

Purpose of the release

This version builds upon with some bug fixes and updates particularly around the latest Android requirements. A few bugs on Windows have also been addressed including a Direct3D 11 memory leak and the ability for users with non-ascii characters in their names to use Encrypted Local Store.

There are a number of open issues that the team will focus on next, including:

• Android regression around RTMP streaming
• iOS issues with ANEs that contain Swift 5
• Ability to package additional Android resources
• MacOS codesigning and notarization (for the AIR SDK and for MacOS apps it creates)

Please also see section 3.2. Multimedia in general remains an area that we will be focusing on prior to the end of this year to ensure that desktop platforms are able to play back H.264/AAC media again.


3.1.4 Features

AIR-635: Adding support for -simulator option in ADT. When using the iOS simulator, rather than having to set the desired device using the AIR_IOS_SIMULATOR_DEVICE environment variable, it is now possible to pass this as a command-line option using -simulator following the use of -device ios-simulator.

Gamua-372: Changing default Android target SDK to 29: this will update generated APK files so that the default targetSdkVersion value is 29.


3.1.5 Bug Fixes

Gamua-376: Fixing signing problem when using ANE frameworks and storyboards together
Gamua-392 (partial): Fixing y-flip error when rendering to bitmap (CPU version only so far)
Gamua-398: Updating generated IPA DT_XCODE value to Xcode 11.2.1
AIR-305: Ensuring we release render target D3D11 pointer to avoid GPU memleak (Gamua-20)
AIR-329: Updating ELS to cope with UTF-8 filenames (Gamua-165)
AIR-428: Adjusting order of injected launch storyboard to prioritise over launch images
AIR-479: Changing NEON selection mechanism to avoid SELinux issue (Gamua-372)


3.2 Known Problems

One key area where there are currently major issues is around multimedia, particularly the support (or lack of support) for H.264 and AAC formats on desktop platforms. We intend to address these with a goal to release a version supporting these prior to the end of the year.

Some Android resource packaging problems have been found to be caused by the code within ADT that generates the R.class files from resources embedded in ANEs. Normally the generation would be done via the JDK, but if this isn’t present on a computer (i.e. if JAVA_HOME isn’t set to a JDK folder) then ADT attempts to generate the Java bytecode instead. See Gamua-274.

For a list of open issues, see


That’s good!
After updating my games with the previous AIR version I noticed slight ANRs increase, mostly on Android 8.1. Will try now with this one

1 Like