OBB Testing

What is the best way to test scenarios where OBB file gets deleted and the app has to manually fetch it ? Is the only way to test this after deploying on the play store ?

Also is this still a scenario we have to actively test ? Most of the threads I am finding related to OBB are 4-5 years old so I am not sure if this is still a thing. Thanks in advance.

Yes, but deploying in testing / beta tracks also works.

Then once you have the .OBB uploaded, you can install your APKs directly (or install everything and delete the .obb afterwards) and see what happens.

Yes it is still a thing. It happens randomly even on new devices, although Google would like us all to move to android app bundles, but that’s a whole other set of issues.

Thank you for the quick reply AcidArrow. Much appreciated.

@AcidArrow Another quick question sorry. Is there a certain amount of time we need to wait before we can try the downloading ? Right now it looks like the download is failing. I see the download progress bar for a second and then nothing.

Google Play does sometimes take quite a while to make the files you upload to it available, (sometimes it’s instant, sometimes it takes days).

That said, I don’t really do much of the Android testing, so my knowledge is kinda second hand.

Hello everyone,

I have been dealing intensively with the topic of application splitting for the last few days and am now somewhat desperate.

Mainly because I find the documentation incomplete.

The only thing I found was the ObbDownloader. Is it still up to date? So do you have to implement it or can Unity check it itself by now?

Otherwise, I went through it, but I just didn’t understand what I should change about it. The description didn’t sound clear to me.
How did you do that with the download @NitinV ?
I would be happy if you could give me some helpful tips.

Furthermore, I had or still have the problem that when uploading to the PlayStore, the system complains that my .obb does not have an Android manifest. The way I saw it, it’s only in the .apk, isn’t it?
I also had the problem that the .apk had problems with zipalign. Is there an elegant way to get this organised directly in Unity?

This is my first Android release or mobile and I would not have thought that the PlayStore is so sensitive.

Thank you for your help.

Unity won’t do nothing by itself.

The new way of doing stuff is to use .aab. Take a look here: https://github.com/google/play-unity-plugins

In any case, publishing on Google Play is a mess, and Unity does not do anything at all to make it easier.

Nice, I like this kind of an answer.

Thank you. I will try this out.