It took quite some time to get the project setup with the google play package, and finally build an .aab that was accepted by google play. The aab size is 240 MB but the “Signed, universal APK” size is 680 MB. I have built using IL2CPP backend for Armv64 and Armv7.
I am running unity version 2018.4.35f1.
I published the app for internal testing and it works but the download size is almost 3 times the size of .aab.
I tried changing the asset bundle delivery from “install time” to “fast follow” which reduced the google download size by 80 MB, but it still too large.
Does anyone know whether this is a unity issue or google play issue? Has anyone tackled such issue?
I thought the whole point of .aab was to reduce the initial install size and time and then download the required assets in the background.
When I look at the delivery tab on app bundle in google play, I see these numbers which do not add up to 700 MB.
Feature modules
Name Delivery conditions Download size
base Install time 21.4 MB
Asset packs
Name Delivery conditions Download size
base_assets Install time 141 MB
sceneassetbundle Fast follow 55.4 MB
textureassetbundle Fast follow 110 KB
I am also requesting google play support to help understand the issue but there hasn’t been response from their end.
While this is a good suggestion and the one that I have tried (upgrading 2020.3.28f1). Migrations constantly fails and enters safe mode. This is a separate issue and we are not the only ones complaining.
Why is the .aab file, which is built using the google play services package for unity, end up bloating to 3 times its size?
Surely people using version 2018 would have published their large games to google play store and managed to atleast ensure the download size is the same as the .aab file they uploaded.
Without investigating in depth, I cannot say, if it’s not expected. Could you report a bug with repro project attached - Unity QA: Building quality with passion. And explaining the problem