Aab exceeds 150mb

Hi, I was trying to test on Google play but I didn’t know that since this month started they no longer accept apks or obb, only aab files, my game weighs about 492mb.

I was reading about Play Asset Delivery and Asset bundle, but I find this new system very complicated, before it was as simple as separating APK and obb.

I didn’t find any video tutorial explaining how to do this, just a codelab document but it’s a bit confusing for me.

Question: is there any way to separate the aab? Or some way you know how to do this.

I guess I will have to wait for unity to have a solution as it was the obb thing.

Thanks

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The simplest way it to use the new split .aab Unity feature. We just released an update that uses it, it seems to work well.

Read up on it here: Unity - Manual: Play Asset Delivery and come back here if you have more specific questions.

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I did the steps it says:

To configure Unity to build Android App Bundles:
-Open Build Settings (menu: File > Build Settings).
-In Platform, select Android.
-If Export Project is enabled, enable Export for App Bundle. Otherwise, enable Build App Bundle (Google Play).

To configure Unity to split the application binary:
-Open Player Settings (menu: Edit > Project Settings then select Player).
-Select the Android settings tab and open the Publishing Settings section.
-Enable Split Application Binary.

But it only creates one aab file and in unity I get the alert that the asset pack is too big, I have to install some additional plugin? im using 2021.2 beta

If you are exporting for android studio, you can check if Unity has created a big bundle with install time.

For example:

7448651--913559--upload_2021-8-25_21-25-5.png

It is supposed to be just one .aab file that you upload and then Google Play does its “magic”.

As AcidArrow has said above, you will always have just a single AAB file. The asset packs will be inside.

The warning informs you about the fact that automatically created asset packs are bigger than what is currently accepted by the Google’s Play store. The asset packs are inside of the AAB file, but if you will try to upload that to the Play store, you will most likely see an error related to size.

You will have to move some of the assets into the custom asset packs to stay within the size limitations. More details are in the same page where you have found previous instructions https://docs.unity3d.com/Manual/play-asset-delivery.html

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But aab size limited to 150 MB how can I upload aab more than 300

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The limit is not for aab, the limit of 150mb is for the apk that is produced from the aab.

By using the instructions in this page https://docs.unity3d.com/Manual/play-asset-delivery.html you will be able to create an aab file that will result into an APK that is smaller than 150mb and install time asset packs for the rest of your data.

Did you check the “Split Application Binary” option ? It is told that it is required but on my side (2020.3) it is disabled because not available for AAB.

[Edit]
After some reading, it seems that those two things are completely separated. Android handles the thing on its side with the Play Core package.

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It’s not true!!
On GooglePlay .aab is limited to 150Mb.

Anyway, PAD documentation is so confusing. Does anyone know any tutorial or step-by-step guide for PAD?

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Hi, im using the Google package and have selected “Separate Base APK Asset”. My final tab files is 380Mb and when I upload to Google it says: “Your App Bundle contains the following configurations where the initial install would exceed the maximum size of 150 MB: arm64-v8a”

So the package was unable to create my apk under 150Mb… what do I do now? Why did it not work?

hey, I’ve tried split binary and build aab file. my file changed from 180mb to 20mb. the problem is that in aab there are only Base modules, but not asset packs which should be automatically generated. when uploaded to google, can only display a splash screen. can anyone help? if I add a custom asset pack, what about the assets that should be automatically generated at the start?

Using 2019.4.38, on setting AAB with Split Application Binary, we get a AAB file containing only the first scene. As per documentation, we are expecting Split application binary to create an AAB with all asset packs set for install-time.

I am facing the same issue. only to eliminate Unity version as the cause, can you share what version you are using?

We also tried using a Google’s Play Asset Delivery package for unity. that seems to work fine, but the aab is 240mb but the installed game ends up at 850mb. this is double of a large APK

Just not to let misinformation here:

Generated APK from .aab has a size limit of 150mb. .aab itself does not have a size limit. aab is a container containing all your bundles that then the google play backend can split.

Unity has provided an easy way to have an .aab that then will split into an .apk and an install-time bundle, assuming one 1GB bundle is enough. This is achieved by ticking the split application binary checkbox in player settings.

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Did you managed to solve this issue?

I’m facing exactly the same problem, did you find a solution?

Hi, what I did was to make the first scene as a loading screen and once it finishes it automatically leads to the main menu.

I already have an initial scene that plays a splash screen animation and then calls the next one, but the same thing keeps happening

This is so stupid. I had to move from APK to AAB. Split Application Binary is working only for APK files but it’s not working for the option checked in the Build Settings “Build App Bundle”. I get one file .aab and if I upload it to GP it says the file exceeds over 150mb. Is it a Unity bug or am I doing something wrong? There is no tutorial for this that would work for me. Using Unity 2021.3.23

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I just cannot restructure my project - no matter what i do with unity 2021.3.16 The split option is not working and the aab file creates a huge base folder causing GPC to reject as above 150mb. – Is it my unity version?

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