Hello,
I am trying to build an app for the Oculus Go (Android platform). I need to fit in several videos, which in size is over 3GB. Oculus should accept an apk with size 1GB and an obb with size 4GB. However, firstly, the created apk is much larger than the obb. The .apk is around 3GB and the .obb is 3MB. Why aren’t the videos packed into the .obb correctly?
If I open the app on Oculus GO (sideloaded the 3GB apk), it crashes immediately, probably because the videos were loaded into ram and the device ran out of available memory.
Any ideas on how to get the videos into .obb and play the large video files?
Thank you!
I tried to use the StreamingAssets folder. This still keeps the .apk file size over 3GB. Sideloaded install is successful but when I try to launch the app, it immediately crashes.
Any ideas what could be the problem?
I managed to fix the crash by changing the Scripting Backend from Mono to IL2CPP, and the Target Architecture to ARM64.
If someone still has this problem:
- APK consists of the executables, plug-ins, scripts, and the data for the first scene (with the index 0),
- OBB - Contains everything else, including all of the remaining Scenes, resources, and streaming Assets,
so if you want to use “Split Application Binary” from Unity just create a separate menu scene without references to your large files and you should be good to go.
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