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Why would I use Android App Bundles with Unity?

Discussion in 'Android' started by turbolek, Jul 4, 2019.

  1. turbolek

    turbolek

    Joined:
    Dec 30, 2016
    Posts:
    10
    I build my game into a 50 MB apk file and 500 MB obb file. Google Play limit on apk files is 100MB, so I am good to go.

    Now, if I use Android App Bundles I am no longer allowed to use .obb file. Thanks to using aab the apk file that players download might be smaller (say 30MB) and Google Play limit is now 150MB, which means I am left with 120MB to fit 500MB of assets that have previously been in obb file.

    Why would I ever want to do that? Is there something I'm missing or misunderstanding?
     
  2. JuliusM

    JuliusM

    Unity Technologies

    Joined:
    Apr 17, 2013
    Posts:
    824
    You understand everything correctly. App Bundles are only trying to solve an issue when the application has many resources for specific architecture, screen density or locale. If you use the same resources in every possible configuration, then App Bundles don't bring any benefits to you.
     
  3. turbolek

    turbolek

    Joined:
    Dec 30, 2016
    Posts:
    10
    Thanks for clarification. This could actually be useful in some cases, but I don't know if there is a way to split the apk by locale in Unity. I know it handles different architecture, but I didn't find any way to do it for language assets. Also, does Unity support Android App Bundle's Download On Demand feature?
     
    ZhenglangTech likes this.
  4. cephalo2

    cephalo2

    Joined:
    Feb 25, 2016
    Posts:
    257
    I think Google Play requires a 64 bit version with all apps now. Need an app bundle for that right?