To date every Unity creation of mine has been <50 MBs. My latest game I was hoping to release today just inches over that with the soundtrack and a few video tutorials, which are present in the first screen. If I build and run as a single package it works fine, but if I build and run locally as a split package, the front screen is all bugged (wrong UI drawing) and the actual game doesn’t launch. The audio and video files are present and work in the title screen though.
I’ve just learnt that the Android limit is 100MBs, so it’s not presently a problem, but could become one. So how does one create a split-package app?
There is an option under player settings in the android tab that lets you select split binary. You’ll use this if you are uploading to google play. If you are testing locally, I just leave it unchecked as it doesn’t really matter for local test builds.
I understand how to create a split binary. What I don’t understand is why doesn’t it work when I use that, as explained in my post. I split the binary and the game runs but completely fails in a weird way.
I don’t know the logistics, but it fails because it’s not all there. When you do a test build with split, part of the app is in the main apk and part is in the split (obb?) file. It doesn’t seem to install the obb. I think I looked it up once, but that was long ago and honestly, I could just install without the split for testing so I didn’t really bother digging in.
So it fails because it can’t find the rest of the app.