I have been struggling to build my app for Android and am splitting the binary so the assets are in a obb file. I have managed to get the APK loaded to the device (Quest 3) and the obb file seems to be loading. I know this because I can hear it playing; unfortunately I can’t see anything. The app launches but I just see the animated ‘three dots’. I can hear my scene loading, the music, dialogue etc is exactly as it should be. It’s just not loading any visuals.
The same app has installed to the Quest (without splitting) in older versions, so this is just related to the split binary and the obb file.
It’s not the same question. My original question was about permissions and was mistaken (if you read it) … I felt the problem had changed sufficiently to warrant a new thread. This is a different problem.
Check in the logcat for any errors.
If its not working when you enabled split binaries, most likely you have missing resources in the base file. This happens if unity fails to find the required resources to pack in the base file (one possible case is when reflection is used).
To force the required resources, you need to refer them in preloaded assets(in player settings).
This turned out to be an issue with Meta Horizon OS and OpenXR builds. It doesn’t like the development builds. The OBB thing is irrelevant. Release build worked fine without splitting the binary once I optimised it down to 1.5gb.