So I am trying to create an Oculus GO application that just plays a 360 video thanks to a VideoPlayer. The fact is that if the video exceeds a certain size (approximately 2Go, I’d say), I get a build error from Gradle :
I tried building with lighter videos and it builds Successfuly, but those 3/4Go videoclip won’t build won’t.
I found different topics about Gradle such as this one , and tried reinstalling everything from Android Studio to unity, deleting NDK, changing ambient variables, Switching Mono to IL2CPP and everything, but nothing is working, I am doing something wrong.
I would try to use Internal instead fo Gradle, but it is not recommended.
I’m running on Unity 2019.2.4f1
My extrenal tools are located there :
SDK
C:\Users<me>AppData\Local\Android\Sdk
So, is it normal that Unity isn’t able to build oversized apk ? If yes, then my problem isn’t one, and i need an alternative.
If no, a little help would be appreciated, since i’m running out of ideas…
Did you ever find a solution for the failure due to Gradle?
I am also building a 360 video player. Files range from 300MB to 3GB. I am able to build the apk with with 3 videos, but with 6 videos, I get the gradle error.
I’m not sure if it’s due to my RAM or the fact that I have 80 GB left on the HD. But it appears to be a file size limit issue or a memory issue?
I heard there’s a size limit for apk, so I had to cut the video out from the app and make it downloadable using WWW. Since 360 video are generally heavy, you should think about making the video downloadable or use “extension packages” that allows you to add content to your apk (2go max per package I think)
hello! - I am facing a similar issue while developing for the Oculus Quest and the Pico G2. My whole idea lies in using plenty of 360 videos to build an interactive story… my question to you is, have you considered using the internal storage as a path to load the videos?
This is indeed what my previous message implied, but you need a way to provide thoses videos to the user. So you should stock them on a server, and download theme from the app using WWW for instance. They’ll be stored in your device, then you can read them by accessing the internal storage from your code !
I see, thanks for the confirmation, it seems indeed as the best way to solve this riddle. I have just experimented with a couple of examples and seemed to have worked fine… i just need to understand better the server download functionality.
I use VR Video Player from Evereal who makes great VR capture and display apps for Unity3d. I have found a similar Gradle Glitch if I dare run the build option twice using a second video to make an APK. Oddly enough creating a NEW Unity3d build gives fresh single successful build but eventually, something like 88 Gradle errors just come up out of nowhere and it is confounding. I have taken to saving my Player Settings and creating a New Unity3d build to get around it. It is very strange behaviour. The larger 2G + apks can be a problem even beyond video, but I have not determined if it is a Sidequest limit as that is how I copy my apks to the Quest2.