This is a known issue which can be tracked here: https://issuetracker.unity3d.com/is...more-time-when-the-project-is-built-as-an-aab The problem is that when the apk is created from the app bundle file, asset bundles can get compressed even though they shouldn't be. The behavior depends on many factors: gradle plugin version, where the asset bundles are placed and in case the apk is created locally instead of the PlayStore, then behavior also depends on the host OS and the bundletool version. The easiest way to avoid this issue is to place asset bundles directly in the StreamingAssets directory. This way the bundles will not be compressed. If the asset bundles are placed in a subdirectory of the StreamingAssets directory, then they could get compressed depending on the previously mentioned factors. If you must place the asset bundles in a subdirectory, try to use the latest gradle plugin version that is compatible with your Unity version (different Unity versions are compatible with different gradle plugin versions, you can see the compatibility here https://forum.unity.com/threads/gra...current-version-is-4-0-1.499520/#post-3500005 ) and also ignore the asset bundle performance from the local builds, instead upload the app bundle to the GooglePlay and download the apk from there. We are working on a solution to this issue, but for now it is best to use the previously mentioned workaround.