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Resolved Google Play Console will not accept valid aab split binary

Discussion in 'Android' started by MassiveHeadGames, Oct 28, 2021.

  1. MassiveHeadGames

    MassiveHeadGames

    Joined:
    Jun 5, 2021
    Posts:
    22
    Has anyone else run into this issue with Google Play Console? I am using Unity 2019.4.31 f1 with updated Gradle 6.1.1.

    I've been trying to get an aab "app bundle (google play)" with "split binary" to upload into there internal testing section and it keeps getting rejected with

    "Your App Bundle contains the following configurations where the initial install would exceed the maximum size of 150 MB: arm64-v8a,armeabi-v7a"

    Final aab build file size total is about 280M. I talked with the Unity engineers (or forum moderators) and followed their instructions. The aab (which is merely a .zip with .aab extension) file has all the necessary folders inside. This method is supposed to get around the 150M limit by splitting the binary into a smaller base launcher and I assume treat the larger asset packs similar to the older obb extention format google used to accept even for new games prior to August of 2021.

    MHG_aab_Contents.JPG
     
    Wietparkiet likes this.
  2. MassiveHeadGames

    MassiveHeadGames

    Joined:
    Jun 5, 2021
    Posts:
    22
    Am I really the only one having this issue? I find that hard to believe.

    Let me ask it this way. Has anyone gotten an .aab Android build file larger than 150M to successfully upload to Google Play Console using Unity's simple solution of ticking build setting "App Bundle (Google Play)" and Publish Settings - "Split Binary"?

    This is supposed to be Unity's simplest solution to address the new Google 150M limit standard and avoid having to restructure a game using the Play Asset Delivery method which would require assetbundles. According to the Unity engineers here on the forums their simple method should work. Just wondering if anyone has gotten it to work themselves so I can determine whether it's on my end or if Google is having technical issues on their console.
     
    Wietparkiet likes this.
  3. MassiveHeadGames

    MassiveHeadGames

    Joined:
    Jun 5, 2021
    Posts:
    22
    For anyone who runs into this situation. I finally figured it out. my base folder in my .aab file was larger than the Google spec allowed - I believe it has to be < 40M loader scene. I suspect the way I had my project structured caused the base folder to be too large even after using "split application". So I got around this by creating an empty boot scene as the first scene in the build settings which when loaded immediately calls the main game scene. This reduced the boot size significantly and was accepted by Google Play Console.

    For more details see my other post
     
    Last edited: Nov 4, 2021
    Wietparkiet likes this.
  4. mkg2w

    mkg2w

    Joined:
    Aug 19, 2013
    Posts:
    49
    hi , when we try the same steps of App Bundle with Split Application Binary, all that gets generated is aab containing only the first scene. did you do any additional steps to get the rest of your scenes in the aab?
     
  5. nathanlin

    nathanlin

    Joined:
    Dec 4, 2021
    Posts:
    31
    .
    creat a empty scene, then scenemanger load to the main scene. it fix the problem
     
    Last edited: Sep 25, 2022
  6. RR06

    RR06

    Joined:
    Mar 22, 2022
    Posts:
    1
    Hello, I have problems uploading my .AAB file to the Google Play console because it is too big (over 150mb). I activated the split application binary in the player settings and created an empty scene which only launches another scene with the scenemanager. But the problem remains unchanged. Do you have any advice ? or do you know what the base apk includes so I have an idea of what I need to minify?