Solutions:
1. First use Unity to type out the Android project, and then use the Android project for packaging
1) Modify CommandBuild.cs
Modify in public static void Build() method
{ locationPathName ="Android_Build"; buildOption |= BuildOptions.AcceptExternalModificationsToPlayer; BuildPipeline.BuildPlayer(ms_scenes, locationPathName, ms_buildTarget, buildOption); }
About BuildOptions.AcceptExternalModificationsToPlayer; configuration related literature view
https://docs.unity3d.com/ScriptReference/BuildOptions.AcceptExternalModificationsToPlayer.html
Description
Used when building Xcode (iOS) or Eclipse (Android) projects.
On iOS, this setting will append an existing Xcode project. Existing Xcode project setting changes will be preserved. With the IL2CPP scripting backend, this setting will also allow incremental builds of the generated C++ code to work in Xcode.
On Android, this setting will create a new Eclipse project. Existing Eclipse project setting changes will be discarded.
2) Then use the gradle command to package
gradle -p ./(Project_Name) assembleRelease
2. Directly modify CommandBuild.cs to print multiple APKs
Modify CommandBuild.cs to support the generation of multiple APK files, which is theoretically feasible, to be studied