Unable to find type/ Unable to find method

Hi there,

I recently switched to aab and when I “build and run” on an android-device and want to start the app, a black screen pops up and then the app ends instantly. With apk-builds it works totally fine.

Via adb I get about 3 million lines of the same errors (see attached image) - “Unable to find type/ Unable to find method”

It happens as soon as i check “seperate base apk asset” in the google asset delivery window.
But when it is not checked, the apk in the aab is too big to upload in the google play console.
So there are two options:

  1. Split and deliver a broken app
  2. Don’t split and don’t be able to upload and deliver your app/aab to play console

Does anyone know a way to actually create a functional build with aab and google delivery asset?

Thank you.

There is also options 3 and 4:

  1. Use good old Unity Asset Bundles to reduce your binary size and download assets at runtime from your own server

  2. do the above with the spiffy new Addressables system.

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Thanks.
I built asset bundles outside the assets folder for the biggest file types (music-files, scenes, bigger uv-textures) and set the delivery mode to install time. But it says that the file is still too big…
should I delete all the files that I have put into asset bundles from the assets folder?
But when I delete for example the scenes in the assets folder, I can’t add them in the build settings anymore or edit them. Also when I delete audio files or textures they are “missing” in my prefabs/script variables?

I’m sorry, I have only split stuff up manually using “oldskool” asset bundles and a little bit with addressables… I don’t have any experience with this splitter thing above. I know with asset bundles you don’t use that at all.

Ok, np… It’s just strange because next month you’ll be forced to use this aab/google asset delivery bs because apk/obb won’t be supported anymore and literally NOTHING works with that in any way and there aren’t any useful tutorials/help…

Not quite. Yes, AAB may be required, but you can still host and download asset bundles OUTSIDE of that structure.

It is highly unfortunate that AAB stands for Android Asset Bundle and Unity’s exported downloadable content is called an “Asset Bundle,” or now Addressables, which are built upon Asset Bundles. Those things bear zero relationship to each other.

And good riddance on the OBB stuff; it was alway a silly contrivance because all it meant was the instant your initial APK download was done, then the carrier’s data would again be used to download the OBB… massive waste of everybody’s time and resources splitting that up just to keep the stupid cel phone carriers happy… and using even MORE bandwidth.

Google should have advised the carriers to pound sand up their collective OBBs.

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Then asset bundles/addressables seem to be the only left possibility for sizes over 150mb since the player asset delivery from google doesn‘t work at all…
Well, thank you so far