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Multiple OBB support for 2GB+ applications?

Discussion in 'Android' started by madmonstor, Dec 21, 2016.

  1. madmonstor

    madmonstor

    Joined:
    Apr 29, 2015
    Posts:
    15
    Hello Unity forums,

    We are working on a game that has over 2GB of assets. On previous such large games that used our in house libraries/tools, we'd spread the data load across 2 OBBs, namely main* and patch*. However, when exporting a Google Play build from Unity 3D, we get an error that the OBB size is greater than 2GB. Does Unity not support multiple OBBs or is there something special we need to do to our asset structure to allow this to happen? The game just has one asset base with no AssetBundles as it was originally a PSN release. Note that we are on Unity 4.6 and cannot upgrade for this project.

    Many thanks!
     
  2. Pixelsprite

    Pixelsprite

    Joined:
    Dec 12, 2013
    Posts:
    24
    @madmonstor AFAIK Unity does not support multiple OBBs. Are all those textures just for one game resolution? Do you have proper texture compression eg ETC1 for opaques etc?

    If you can't optimize your textures further you can also try looking at creating multiple apks where the Resources included change depending on screen size/xhdpi setting .etc. This way perhaps the resulting obb size is lower... Here is the Android documentation for multiple apk support.
     
  3. madmonstor

    madmonstor

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    Apr 29, 2015
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    Thanks for the answer @Pixelsprite. We are indeed using compressed textures (ETC2 on GLES 3.0) and are only including one texture pack. The game is just that big. Unfortunate that Unity 3D doesn't support multiple OBBs since it's basic core Android functionality for large applications. With iOS app sizes allowed up to 4GB, seems limiting that Android would stay at 2. Any way to hook into the file system to allow the patch*obb source?
     
    Last edited: Dec 22, 2016
  4. Pixelsprite

    Pixelsprite

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    Dec 12, 2013
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    @madmonstor check out this thread It does discuss a possible way to create an additional patch file but it involves AssetBundles..
     
  5. madmonstor

    madmonstor

    Joined:
    Apr 29, 2015
    Posts:
    15
    Thanks, will look into this. Shame that you need to change the core structure of your assets to support what should be basic file system functionality. Appreciate the pointer @Pixelsprite !