Customizing gradle when using Split Application Binary

Hello,

I am new here, hopefully my questions are not out of context.

Our android app is greater than ~2Gb on size and we are tyring to automate our distribution by using the Build App Bundles option. In the local testing enviroment, the application already loads and executes fine as a monolythic apk. Our problem comes from appling the Split Application Binary (that we will require to publish on Google Play), the application can also be executed, but there is one 3rd party Unity plugin that refuses to load during runtime and reports an error of the type “File not found” .

According to the support of that plugin, to load properly it will require the specific paths, meaning that the assets included in that plugin requires to be load directly from the apk instead of the obb bundle file. The assets for this particular 3rd party library are located in the StreamingAssets folder.

I read there is a way to customize the gradle file for Unity where you can specify which assets to include in the apk and which in the obb.

As I can see in the Player menu some options to customize the gradle template, but haven’t found any concrete instructions to configure it.

Spoiler, I am totally new to the android + Unity ecosystem.

Kind regards