we`ve some scripting define symbols in Unity, when we imported the plugin, it overrides the scripting define symbols list, leaving only the one that the plugin needs.
i`ve corrected this issue by changing (Assets/AndroidPerformanceTuner/Editor/Scripts/Initializer.cs at line 168):
PlayerSettings.SetScriptingDefineSymbolsForGroup( EditorUserBuildSettings.selectedBuildTargetGroup, Paths.utilitiesScriptingSymbol);
For:
`string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
System.Collections.Generic.List allDefines = new List(definesString.Split(';'));
if (!allDefines.Contains(Paths.utilitiesScriptingSymbol))
allDefines.Add(Paths.utilitiesScriptingSymbol);
PlayerSettings.SetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup,
string.Join(";", allDefines.ToArray()));`