I’m trying (without much success) ti upload my new app onto the Play Store but depending on how I compile the project in Unity I get different errors from the Dev Console.
If I select to build a AAB for ARMv7 and ARMv64 only it compiles OK but upon upload to Dev console I get this error:
"One or more of the auto-generated multi-APKs exceeds the maximum allowed size of 150 MB. Your app bundle contains the following configurations where the initial install would exceed the maximum size of 150 MB: ARM64_V8A, ARMEABI_V7A"
My be dumb here but I thought the auto-generated is supposed to do the correct split?
If I do not use AAB but instead split the APK and upload I get an error in the Dev Console stating the app does not cover 64bit even though I followed same procedure for my first successful upload of different project selecting 64bit settings in project settings?
What do you mean by correct split? Your app is clearly too big. The AAB can be even 500MB, BUT! The AAB is converted into apks for architectures like armv7 and arm64 -and those can be max 150MB each.
So clearly - what size is the AAB you upload? What size are the apks generated out of the AAB on google play? What size is your APK when you’re doing it straight without AAB?
So it seems that if you’d set your min API level to 21 (that’s Android 5.0), then the universal APK should not be generated by the Google Play.
EDIT:
I am wrong. After reading more here Play Feature Delivery 개요 | Android Developers at “Devices running Android 4.4 (API level 19) and lower” section, it seems that Google Play still makes architecture split even for those devices, so changing min API level won’t help in this case.
I did spend some time going through the project to remove dross left over during the development process and removed also some libraries I realised were no longer being used.
So what is the solution for this? I am not getting it if you can’t reduce the size less than 150 mb? Why is there such a restriction? How can games like PUBG be there which is 700mb ?I am really dissapointed and frustrated with this @JuliusM
Please use the latest version of the major Unity version that you currently use. The feature was added in a minor version for all supported versions starting with 2019LTS. For example, for Unity 2020LTS, the feature was added in 2020.3.15, you can see the entry in release notes https://unity3d.com/unity/whats-new/2020.3.15 “Android: When building Android App Bundle with Split App Binary enabled, Unity will create asset packs.”
@JuliusM I am actually using Unity Version 2021.1.10f1. I tried contacting the google team and they told me to use Play Assets Delivery but have ran into this problem. I have posted it here . Please help me here
I see that you are trying to use Google’s plugin instead of the solution provided by Unity now, so I’ll say this for others who might find this thread in the future: in Unity 2021 cycle this feature was added in 2021.1.16f1, so using the latest available 2021.1 version would make the “Split Application Binary” option in Player Settings selectable.
Hello im trying to upload an update for my game but i keep getting this error “One or more of the auto-generated multi-APKs exceeds the maximum allowed size of 150 MB” so I tried using apks instead of aab but for some reason google only accepts aab files . so im stuck here and cant upload an update for my game .(my app is 210mb)
How am i supposed upload more than 150 mb if google only accepts apk or obb ? how ?? im exhausted from this i just want to upload a 210mb file nothing more
I used the split binary and build .aab from Unity before, it changed from 200mb to 19mb, but after uploading to googleplayconsole internal test. can only enter the splash screen. that’s why i tried google PAD. the result is more than 300mb and gets an error when uploading the playstore. “One or more of the auto-generated multi-APKs exceeds the maximum allowed size of 2048 MB”. can anyone help? I’m using unity 2020.3.23