I have a standalone VR unity project containing thousands of binary files in the StreamingAssets folder that in total comes close to 10 GB. Due to the size I check “Split Application Binary” to get one .APK file and one .OBB file. The build completes successfully but when I try to open the application it loads indefinitely. In Android logcat I receive the following error over and over: Unknown compression method (file zip crc32 : 73736100). Any idea on how to fix this, or another clever way of building and running a large standalone VR project?
Was there a solution to this? I have the exact same problem.
I have a ~4GB video file in streaming assets that goes into the OBB file. When Unity runs the app it fails and continuously throws this error: “Unknown compression method (file zip crc32 : 73657264)”
Same problem here. No solution other than downloading the files at the start of the application?
Tested with:
Quest 3
Unity 2022.3.50f1
Unity 6000.0.34f1
Compression method LZ4
Compression method Default
I have a bug open with Unity. I suspect that the issue is that Unity is not using a 64-bit compression library to decompress the OBB file.
OBB size must be less than 4GB, for Oculus they are guaranteed to be installed along with the main APK - https://developers.meta.com/horizon/documentation/unity/ps-assets/#obb-expansion-file.
When developing for Google Play AAB format should be used. But in AAB it’s possible to have individual asset packs up to 1.5GB each.
So the only way to use files larger than 4GB in the app is to download them from a remote server. Android uses ext4 file system, so it should be possible.
I’m trying to resolve this for AndroidXR. For me, the issue isn’t that the platform doesn’t support it, it’s that Unity throws an error when you do it.