how to properly configure obb and apk expansion simple

I found this script to help with split binary apk yet it utilizes vuforia, My apk is 163MB now and I’m not able to upload to Google Play, how can I customize this in a simple way to get the game to work if I split the binary?

I tried splitting the binary before a while back and it didn’t get pass the main menu. I understand programming a bit but I’m not a beast just yet, take anyone???

using UnityEngine;
using System.Collections;
using System.IO;
using UnityEngine.SceneManagement;

public class SplitBinary: MonoBehaviour
{
    //Only use in Preloader Scene for android split APK
    private string nextScene = "Menu_Ingame";
    private bool obbisok = false;
    private bool loading = false;
    private bool replacefiles = false;
    //true if you wish to over copy each time

    private string[] paths = {   
        "Vuforia/KVK.dat",
        "Vuforia/KVK.xml"
    };

    void Update ()
    {
        if (Application.platform == RuntimePlatform.Android) {
            if (Application.dataPath.Contains (".obb") && !obbisok) {
                StartCoroutine (CheckSetUp ());
                obbisok = true;
            }
        } else {
            if (!loading) {
                StartApp ();
            }
        }
    }

    public void StartApp ()
    {
        loading = true;
        SceneManager.LoadSceneAsync(nextScene);
    }

    public IEnumerator CheckSetUp ()
    {
        //Check and install!
        for (int i = 0; i < paths.Length; ++i) {
            yield return StartCoroutine (PullStreamingAssetFromObb (paths [i]));
        }
        yield return new WaitForSeconds (1f);
        StartApp ();
    }

    //Alternatively with movie files these could be extracted on demand and destroyed or written over
    //saving device storage space, but creating a small wait time.
    public IEnumerator PullStreamingAssetFromObb (string sapath)
    {
        if (!File.Exists (Application.persistentDataPath + sapath) || replacefiles) {
            WWW unpackerWWW = new WWW (Application.streamingAssetsPath + "/" + sapath);
            while (!unpackerWWW.isDone) {
                yield return null;
            }
            if (!string.IsNullOrEmpty (unpackerWWW.error)) {
                Debug.Log ("Error unpacking:" + unpackerWWW.error + " path: " + unpackerWWW.url);

                yield break; //skip it
            } else {
                Debug.Log ("Extracting " + sapath + " to Persistant Data");

                if (!Directory.Exists (Path.GetDirectoryName (Application.persistentDataPath + "/" + sapath))) {
                    Directory.CreateDirectory (Path.GetDirectoryName (Application.persistentDataPath + "/" + sapath));
                }
                File.WriteAllBytes (Application.persistentDataPath + "/" + sapath, unpackerWWW.bytes);
            }
        }
        yield return 0;
    }
}

Probably easiest to try something like this: https://assetstore.unity.com/packages/tools/utilities/google-play-obb-downloader-3189

It used to be the case that you always had to download the OBB file from Google the first time you ran the game but it seems like that has now changed. When the player downloads your app the OBB file gets automatically downloaded so it should all ‘just work’ but it’s worth using that plugin anyway to make sure it downloads it (if it didn’t happen automatically). Here’s some further info: Unity - Manual: APK expansion files

The OBB file needs to be named in a particular way too. If your app identifier was ‘com.mycompany.appname’ then the OBB might be ‘main.1.com.mycompany.appname’ where ‘1’ is the OBB version number.

Alternatively you could try using AssetBundles if the OBB stuff is too complicated.