Looking for UNITY Tutorial for 50mb Google Play limit .obb .apk

I know the answer has been answered somewhere but I can’t find it.

I just want my 3D game that is over 50 mb to be split, packaged or whatever in order to upload it to Google Play. I found the tutorial on Asset Bundling and I found the Google Play .OBB downloader plugin for Unity but I am not sure how these two fit together. Also now that google play can upload additional files after the 50mb one, how do we package, zip, compress or whatever in the appropriate way and have the smaller than 50mb point to the location of where google hosts these larger than 50mb files?

I am behooved that this process is so complicated for Android - on iOS we can upload huge files after its compressed with ease.

http://feedback.unity3d.com/unity/all-categories/1/hot/active/android-apk-file-split-for-apps-

Please give as many votes as you can so that Unity can get this implemented into the future!!

In regards to the solutions out there, there are a few options.
If you can use Asset Bundles without issues then use the official OBB downloader.
If you can’t and you extensively used the Resources folder, you’re going to need to spend the time to either rewrite it so that you do use Asset Bundles or you’re going to need to spend the time to figure out how to use the APK splitter that the community has used.

I just ran through some tests with Unity4 and for Google Play Unity basically provides you with everything you need to separate the APK into a main .apk as well as a data.obb file that you can upload. Worked great with my initial tests. Hopefully, I can transition my full app soon and get it updated to use their system.