Aab size radically bigger when publishing to google play

Hi,
i’m using 2021.1.16f, building “app Bundle” with “Split application binary” enabled.
the abb file i export is about 304mb in size, when uploading it it says:

But when i download the app, the size is 848mb!!
i’m following every step from here:

in “minify” i have r8 and release enabled.
Is this normal? (i would presume it is not) and is there any tip you could indicate to fix this?
Sadly as of today, asset delivery is the only way to upload new games, so any help is greatly appreciated!
All the best and thanks!"

Some more data to add.
first of all, when i decompress the generated aab, i found it contains 99 numbered files named sharedassets9.assets.split (from 1-99), each with an uncompressed size of 1mb (compressed size varies but it’s far less than 1mb).

i ran the bundle tool on my aab:
bundletool build-apks --bundle=/MyApp/my_app.aab --output=/MyApp/my_app.apks

and i got again an apk of almost 900mb.
After openig the generated apk on android studio i found i the 99 sharedasset9 files where not compressed, plus several other files (like levelxx.split) all adding up to 900mb.
Now, on android studio, it says:
7410551--906224--upload_2021-8-11_20-11-0.png

But the reality is the aab size is 300 mb and the download size is 800 :S

Any clue on what is going on?.. Unity?

Download size is the amount of data that will be transferred over the network when downloading the application. The app is compressed by the Play Store, so it takes 300 MB to download it. However once downloaded, it is decompressed on the device when it is being installed.

minify only removes unused java code. It has no affect on other assets in the project.

Assets in Asset Packs are not compressed when they are installed on the device. This is how they work.

Hi, nops and that’s the issue.

The download size is 800mb. I can see it in the google play listing and verify it when i download it, it’s 800mb to download.
The file size (aab’s size) is 300mb on disk, 800mb uncompressed.
So, there’s something there not working ad expected!

Thanks for your reply, i can send sample files to be analyzed and add emails to the internal app testing list if necessary so you can verify it yourself.
All the best

Sorry for resurrecting this thread, but I observe exactly the same problem and cannot find a solution.
We are doing an Android App Bundle Build with Split Application Binary set to true.
The resulting .aab is ~1GB in size, which is as expected, BUT it contains a UnityDataAssetPack-master.apk which is ~3GB big. It contains uncompressed assets and because of this the .aab gets rejected when uploaded to GooglePlay for violating the 2GB limit.
I have attached a screenshot showing the .aab (~1gb), the bundletool-generated .apks file from this .aab (already ~3gb), and the content of the .apks file.

Is it a bug or is there a good reason the assets in the master-AssetPack are uncompressed?

Is there a way we can have them generated compressed? Maybe via a specific setting in a gradle config file?

I have the same problem, my app when I upload it to google console is 214mb, after that when I try to download from internal testing on my phone the size is 798mb to download. how is this possible ? I’m doing something wrong ?

AAB bundle size: 302 MB (with 2 architectures)
Play store delivery: 320 MB (only 1 architecture is delivered)

AAB bundle size decompressed (with WinRAR): 720MB

The size from the play store is too damn huge, we are migrating from APK to AAB and previously we had APK + remote addressables sizing 80mb + 120mb in total. With aab we have like 150MB extra for SOME reason