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Question Unable to split application binary for Android in 2021.3

Discussion in 'Editor & General Support' started by heyx3, Apr 23, 2024.

  1. heyx3

    heyx3

    Joined:
    Sep 19, 2012
    Posts:
    10
    Hi, I have a sizeable game to release on the Google Play store. It's quite a bit larger than 200MB, and based on Unity's docs around Play Asset Delivery that shouldn't be a problem. From what I've gathered, these are the things I need to do:
    1. Don't bother with Google's own packages, Unity has built in support now.
    2. Check "split application binary" in project settings
    3. Put the magic string `**PLAY_ASSET_PACKS**` into your gradle template file
    4. Check "build app bundle" and/or "export for app bundle" in build settings
    I've also verified that the AAB with all addressable assets stripped out is well under 200MB, so there are no problems with the Resources folder or the size of my first scene or anything like that.

    Yet when I make a full build, the base/ folder in the AAB is given all of the content, including the addressable asset bundles, causing it to be more than double Google's limit of 200. Uploading it produces an error message about base/ being larger than 200MB.

    Something else I find interesting is that I don't receive any warnings from unity during the build, even though it should be configured to warn me if the generated APK will be too large.