Hey, my APK build gets bloated by addressables that shouldn’t be there.
In my attempt to isolate the problem I did the following:
- Create an empty scene (so that nothing holds a reference to an asset which will somehow make an addressable group end up in the build)
- Create a new build for the addressables (‘Build > New Build > Default Build Script’)
- Build an APK with this empty scene
If I unzip the APK and look at what’s in ‘assets/com.unity.addressables/’ I have the following:
$ du -hs unzip_apk/assets/com.unity.addressables/*
97M unzip_apk/assets/com.unity.addressables/Android
128K unzip_apk/assets/com.unity.addressables/catalog.json
49M unzip_apk/assets/com.unity.addressables/iOS
128K unzip_apk/assets/com.unity.addressables/link.xml
128K unzip_apk/assets/com.unity.addressables/settings.json
18M unzip_apk/assets/com.unity.addressables/StandaloneWindows64
In the Android
folder I find an asset bundle of a group
In the iOS
folder I find an asset bundle of another group
In the StandaloneWindows64
folder I find an asset bundle of another group
All those folders should be empty, especially the one for the other platforms.
Maybe there is some problem with some “addressables cache” that I have no Idea how to clear (running ‘Build > New Build > Default Build Script’ is the only thing I know to have a fresh new build of the addressables asset bundles)
I am running Unity 2020.1.0f1 and Addressables 1.8.4