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OBB is too large for Google Play - but I'm not uploading to Google Play

Discussion in 'Asset Bundles' started by evan_spiegel, Oct 29, 2020.

  1. evan_spiegel

    evan_spiegel

    Joined:
    Jul 17, 2019
    Posts:
    26
    I am trying to upload my Quest app to Oculus, but when I hit Split Application Binary and build, I get an error that says the OBB is too big for Google Play (max 2 GB). But when I look online, I see things that say the OBB can be up to 4 GB for Oculus. Is there a way to get around this error? I know a little about Asset Bundles for Unity, and am using one for some of the audio, but the way my app is set up it would be hard to use a lot of Asset Bundles - I tried to bundle up one of the scenes, and was able to load it from code, but most of the shaders were missing, and hunting down dependencies is not going to work. Since I'm using AV Pro Video for my videos, asset bundles aren't really going to work for the videos either. Any help/info is appreciated, thanks!
     
  2. tgrotte

    tgrotte

    Joined:
    Apr 17, 2019
    Posts:
    25
    Asset bundles really address this size limit problem well. It's clear you do not want to go there, but I can't think of a better solution. Also know that there are tools that can find dependencies for you, like the Asset Bundle Browser or the Addressables system should have something too.
     
  3. evan_spiegel

    evan_spiegel

    Joined:
    Jul 17, 2019
    Posts:
    26
    Thanks so much for your response! I have looked into Addressables a little, they do seem useful but I wasn't sure if they involved downloading from the internet or not. For example I was thinking about using Addressables to load my scenes from code to try to save space, but I wasn't sure if they would have to load from a server, or if the "address" points to the project itself.