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wat is a _2 files in builds?

Discussion in 'Android' started by Seraphim-Whiteless, Aug 7, 2019.

  1. Seraphim-Whiteless

    Seraphim-Whiteless

    Joined:
    Jun 23, 2014
    Posts:
    197

    apks file builds with usual files for platform and additional files with _2 suffix.
    How can i disable it?
    i need only usual files.

    Unity3d 2018.4.4 Win10 x64
    Builds IL2CPP with gradle by standart template

    there is build config
    Code (CSharp):
    1.     static void BuildAndroid()
    2.     {
    3.         BuildTargetGroup grp = BuildTargetGroup.Android;
    4.         BuildTarget target = BuildTarget.Android;
    5.         EditorUserBuildSettings.SwitchActiveBuildTarget (grp, target);
    6.         EditorUserBuildSettings.allowDebugging = false;
    7.         EditorUserBuildSettings.development = false;
    8.         EditorUserBuildSettings.compressFilesInPackage = true;
    9.         PlayerSettings.SetIl2CppCompilerConfiguration(grp, Il2CppCompilerConfiguration.Release);
    10.         EditorUserBuildSettings.connectProfiler = false;
    11.  
    12.  
    13.         string kPass = Environment.GetEnvironmentVariable ("KeyPassword"),
    14.             sPass = Environment.GetEnvironmentVariable ("KeystorePassword"),
    15.             apk = Environment.GetEnvironmentVariable ("apk");
    16.         int targetAPI = 0;
    17.         int.TryParse(Environment.GetEnvironmentVariable("targetAPI"), out targetAPI);
    18.  
    19.         PlayerSettings.applicationIdentifier = Environment.GetEnvironmentVariable ("AppBundle");
    20.         PlayerSettings.Android.keystoreName = Environment.GetEnvironmentVariable ("KeystoreName");
    21.         PlayerSettings.Android.keystorePass = sPass;
    22.         PlayerSettings.Android.keyaliasName = Environment.GetEnvironmentVariable ("KeyAlias");
    23.         PlayerSettings.Android.keyaliasPass = kPass;
    24.         PlayerSettings.Android.useAPKExpansionFiles = false;
    25.  
    26.         //PlayerSettings.Android.targetArchitectures = AndroidArchitecture.All;
    27.         int bv = 0;
    28.         int.TryParse (Environment.GetEnvironmentVariable ("bundleVersionCode"), out bv);
    29.         PlayerSettings.Android.bundleVersionCode = bv;
    30.         PlayerSettings.allowUnsafeCode = true;
    31.         PlayerSettings.bundleVersion = Environment.GetEnvironmentVariable ("version");
    32.         PlayerSettings.scriptingRuntimeVersion = ScriptingRuntimeVersion.Latest;
    33.         PlayerSettings.SetScriptingBackend (grp, ScriptingImplementation.IL2CPP);
    34.         switch (targetAPI)
    35.         {
    36.             case 26:
    37.                 PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel26;
    38.                 break;
    39.             case 27:
    40.                 PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel27;
    41.                 break;
    42.             case 28:
    43.                 PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel28;
    44.                 break;
    45.             default:
    46.                 PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevelAuto;
    47.                 break;
    48.         }
    49.  
    50.         Debug.Log ("===KeystoreName: " + PlayerSettings.Android.keystoreName);
    51.         Debug.Log ("===keyaliasName: " + PlayerSettings.Android.keyaliasName);
    52.         Debug.Log ("===keystorePass: " + (string.IsNullOrEmpty (sPass) ? "!!!EMPTY!!!" : "(hidden)"));
    53.         Debug.Log ("===keyaliasPass: " + (string.IsNullOrEmpty (kPass) ? "!!!EMPTY!!!" : "(hidden)"));
    54.         Debug.Log("===targetAPI: " + PlayerSettings.Android.targetSdkVersion);
    55.    
    56.         BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions ();
    57.         buildPlayerOptions.scenes = GetScenes ();
    58.         buildPlayerOptions.locationPathName = string.Format ("{0}/{1}", outputProjectsFolder, apk);
    59.         buildPlayerOptions.target = BuildTarget.Android;
    60.         buildPlayerOptions.options = BuildOptions.None;
    61.    
    62.  
    63.         BuildReport report = BuildPipeline.BuildPlayer (buildPlayerOptions);
    64.         BuildSummary summary = report.summary;
    65.  
    66.     }
    67.  
     
    Last edited: Aug 7, 2019
  2. Seraphim-Whiteless

    Seraphim-Whiteless

    Joined:
    Jun 23, 2014
    Posts:
    197
  3. solid_

    solid_

    Joined:
    Jul 10, 2015
    Posts:
    12
    I also want to know. If I build with only one “ARM64” flag enabled, the size of my application is 71 MB, but when I extract the APK for my device from AppBundle or Google Play - 106 MB (in size these are files with the ending "_2"). The file size without "_2" is smaller. base-arm64_v8a + base-master (in my case 17mb + 54 mb) looks like the real size of my application with the "ARM64" flag.
    upload_2019-8-8_17-8-15.png
     
    Last edited: Aug 8, 2019
  4. User101010

    User101010

    Joined:
    Jun 27, 2019
    Posts:
    1
    Actual issue
     
  5. Seraphim-Whiteless

    Seraphim-Whiteless

    Joined:
    Jun 23, 2014
    Posts:
    197
  6. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    What is "m"?
     
  7. Seraphim-Whiteless

    Seraphim-Whiteless

    Joined:
    Jun 23, 2014
    Posts:
    197
    weeee .. you seen it.

    quoted @BUMP@
     
  8. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Sorry I don't follow, there isn't a user named bump on this thread
     
  9. Seraphim-Whiteless

    Seraphim-Whiteless

    Joined:
    Jun 23, 2014
    Posts:
    197
    Code (CSharp):
    1. Nothing left to do
    2. When you know that you've been taken
    3. Nothing left to do
    4. When you're begging for a crumb
    5. Nothing left to do
    6. When you've got to go on waiting
    7. Waiting for the miracle to come
     
  10. JeffDUnity3D

    JeffDUnity3D

    Joined:
    May 2, 2017
    Posts:
    14,446
    Hmm..ok. Good luck on your issue.
     
  11. solid_

    solid_

    Joined:
    Jul 10, 2015
    Posts:
    12
    Ok. Im use "Split APKs by target architecture" insted AppBundle. Size for ARM64 < 30% in GooglePlay. Thanks for help)