Google Play currently requires the AAB extension, but my game exceeds 150mb, and on the internet there’s nothing telling how to proceed with this. I’ve run it all over the internet, and there is no tutorial on how to publish an AAB larger than 150mb on GooglePlay.
I saw this site, and the tutorial is on how to build an AAB, not how to build a PAD. I just followed this tutorial and Unity only builds an AAB file. Unity 2019.2.8f1. And the builded AAB is 300mb.
That AAB file is a container. You upload that to Google Play and then it generates an APK and a bundle with install time delivery, assuming you set it up correctly in Unity (aka followed the manual).
The 150mb limit is for the generated APK file, not on the AAB file itself. If you use the Unity feature from the manual page, a very small APK should be generated (~30mb) and the rest should be in a bundle.
You’ve said you are using Unity 2019.2.8f1. This feature is not available in that version. The feature was added in 2019.4.29f1, so you will have to use this or newer Unity version. Also make sure to take a look at Gradle requirements for this https://docs.unity3d.com/2019.4/Documentation/Manual/play-asset-delivery.html
Your tip worked. This generates a AAB 285mb. And upload in GooglePlay is ok. But now GooglePlay app page says “800mb”. Thats a huge size. Why this happens?
Data in asset packs are not compressed and it seems that Play store does not compress them for delivery either. This was noted in a few other threads as well.
Hey there Julius, i’m using Unity 2020.3.18f1, my player settings are all set as you & documentation mentioned. Splitting binary is also selected. And my final .aab is around 270mb but google not accepting it.
I’ve also builded it with Unity Cloud Build, selected Build Asset Pack option too but nothing changed.
What is the exact error you get in the Play store?
Extract your built .aab file (it is a zip file) and look at what directories are at the root. If you see any that start with “Unity”, then the editor’s functionality has worked and the issue is not in your editor configuration.
Because in editor building there is a 1 option and that is Split Application Binary. It detects automatically if you are building apk or aab. But in cloud build, it says if you are using AppBundles, use Build Asset Pack.
Yes. Same thing happening and i’m facing with Gradle error in editor while build preparing. Unity Cloud is working fine but google not accepting the package.