Hi,
I want to use play asset delivery, but the documentation is not very clear,
And when I build the project the size of the app bundle increases a lot.
can someone help me how to use please?
Hi,
I want to use play asset delivery, but the documentation is not very clear,
And when I build the project the size of the app bundle increases a lot.
can someone help me how to use please?
I got the same problem, beside about 50 other problems, that came with this google asset delivery crap.
There isn’t any good documentation yet… Nothing works at all.
The aab builds don’t even start (only black screen and then instant app crash)
And in about two weeks we are forced to use this bullsh** because obb will no longer be supported.
I was in the same boat and at some point I found that Google pushed out a new set of Unity plugins here: GitHub - google/play-unity-plugins: The Google Play Plugins for Unity provide C# APIs for accessing various Play services
In the Asset Delivery plugin settings you can check “Separate Base APK Asset” which describes itself as an alternative to OBB generation (but still builds everything into a single abb).
However after submitting the App Bundle generated by that to the Play Store, all our testers crash upon trying to launch the game because of this bug Application crashes using Play Asset Delivery (Unable to find type [UnityEngine.CoreModule.dll]) · Issue #127 · google/play-unity-plugins · GitHub
So yeah, things aren’t going great in this transition and I’d wish that Unity provided more support on this.
EDIT: there’s a fix for the crash described in Application crashes using Play Asset Delivery (Unable to find type [UnityEngine.CoreModule.dll]) · Issue #127 · google/play-unity-plugins · GitHub, should show up in the first post-1.5.0 release but you can apply it manually for now.
Exactly the same error I have…
As soon as I check „Separate Base APK Asset“ the app won‘t start and gives me the same million errors via adb.
And when you don‘t check it, the app works normally but you can‘t upload because it‘s more than 150mb…
I don‘t see any sense in this….
I tried the following and it seems to work so far:
Install unity beta 2021.2.04b.3123.
DON’T install that google plugin.
In build settings check "Build App Bundle (Google Play)
In publishing settings check “Split Application Binary” (which wasn’t there in all previous unity versions I had)
Then build or build and run.
I was able to upload that aab to play console without any problems yet and my testers and me were able to launch the installed app so far.
Seems that the problem was with the other unity versions and that google plugin…
Now I hope that the beta is stable.
Hope this helps and continues to work…
Jesus Christ… what a mess
I see this is a new feature in the 2021.2 beta
Hope they back-port this to 2020.3 LTS as soon as possible.
“2021.2.0b4 should be the first version which will have it. We are planing to have a solution in 2019LTS, 2020LTS and 2021.1 by the end of this month.”
Thats what someone from unity told in another post a few days ago
My game uses OBB, the obb is larger than 150MB… and the game is build with Unity 2018.4, the last time I switched from 2016 to 2018, the whole game needed to be reworked on many aspects, code and animation, everything… Really need some help here guys, is it possible to still use Unity 2018.4 to work with Play Asset Delivery?
Based on my understanding here and here. We have to use Gradle version 6.1.1 which apparently none of the unity versions support. In the docs, it is mentioned:
Does it mean 2018.4 can work with the same method used on 2019.4?
The Google Play requirement to publish AAB instead of APK is for new apps only. Updates to existing apps can still be published as APKs https://android-developers.googleblog.com/2020/11/new-android-app-bundle-and-target-api.html
No, this feature was not backported to 2018LTS. 2018LTS support has already ended (see https://discussions.unity.com/t/700009 page-3#post-7249982 ).
I cant get my newest unity 2019 to split aab file. Even i updated gradle 6.1.1… Split application binary is checked.
What error do you get?
I dont get any error. It just makes 1 big file about 558mb. If i try to upload it to play store it gives me error file is too big…
Splitting apk file works ok.
Which exact Unity version do you use? Do you get any warnings when compiling the project?
unity 2019.4.29f. warning:The size of core Unity asset packs went over the maximum asset pack size allowed by the Google Play Store. Most likely the app upload to the Play Store will fail. You should try to reduce the size of your assets or move some of them into the custom asset pack. Unity is packing 1394MB of core data assets into the ‘install-time’ delivery type asset pack. Play Store has a 1024MB size limit for install-time asset pack and 512MB size limit for fast-follow asset pack. See Android Developers for more details.
So i have to manually create folder and move some assets there? i thought it will be automatically like with APK
Yes, you will have to adapt your project. Take a look at https://docs.unity3d.com/2019.4/Documentation/Manual/play-asset-delivery.html for more information on what Unity can do automatically.
For APK + OBB there was only a 2GB limit for OBB file, however with Play Asset Delivery there are much more limits, so unfortunately Unity is not able to split up everything automatically in your project.
Hi @JuliusM Is there any toggle true/false API that I can call to build apk that will pack in PAD format at Unity 2020.3.15? If not can u provide one in next Unity 2020.3.x? My use case is I want to create a custom build menu to do that instead of using regular default build setting.
Changing system language to English fixed my build&run error.
There is no new API for that, but the existing APIs should be sufficient.
First, you need to set PlayerSettings.Android.useAPKExpansionFiles to true, which will enable “Split App Binary” option in Player Settings. Then, to build AAB file instead of APK, you can set EditorUserBuildSettings.buildAppBundle to true, which will enable “Build App Bundle” option in Build Settings.
@JuliusM Ya. I know that 2 APIs. The new API that I actually want is build PAD compatible APK. Currently only support build PAD compatible AAB.