Wat is a _2 files in builds?


apks file builds with usual files for platform and additional files with _2 suffix.
How can i disable it?
i need only usual files.

Unity3d 2018.4.4 Win10 x64
Builds IL2CPP with gradle by standart template

there is build config

    static void BuildAndroid()
    {
        BuildTargetGroup grp = BuildTargetGroup.Android;
        BuildTarget target = BuildTarget.Android;
        EditorUserBuildSettings.SwitchActiveBuildTarget (grp, target);
        EditorUserBuildSettings.allowDebugging = false;
        EditorUserBuildSettings.development = false;
        EditorUserBuildSettings.compressFilesInPackage = true;
        PlayerSettings.SetIl2CppCompilerConfiguration(grp, Il2CppCompilerConfiguration.Release);
        EditorUserBuildSettings.connectProfiler = false;


        string kPass = Environment.GetEnvironmentVariable ("KeyPassword"),
            sPass = Environment.GetEnvironmentVariable ("KeystorePassword"),
            apk = Environment.GetEnvironmentVariable ("apk");
        int targetAPI = 0;
        int.TryParse(Environment.GetEnvironmentVariable("targetAPI"), out targetAPI);

        PlayerSettings.applicationIdentifier = Environment.GetEnvironmentVariable ("AppBundle");
        PlayerSettings.Android.keystoreName = Environment.GetEnvironmentVariable ("KeystoreName");
        PlayerSettings.Android.keystorePass = sPass;
        PlayerSettings.Android.keyaliasName = Environment.GetEnvironmentVariable ("KeyAlias");
        PlayerSettings.Android.keyaliasPass = kPass;
        PlayerSettings.Android.useAPKExpansionFiles = false;

        //PlayerSettings.Android.targetArchitectures = AndroidArchitecture.All;
        int bv = 0;
        int.TryParse (Environment.GetEnvironmentVariable ("bundleVersionCode"), out bv);
        PlayerSettings.Android.bundleVersionCode = bv;
        PlayerSettings.allowUnsafeCode = true;
        PlayerSettings.bundleVersion = Environment.GetEnvironmentVariable ("version");
        PlayerSettings.scriptingRuntimeVersion = ScriptingRuntimeVersion.Latest;
        PlayerSettings.SetScriptingBackend (grp, ScriptingImplementation.IL2CPP);
        switch (targetAPI)
        {
            case 26:
                PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel26;
                break;
            case 27:
                PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel27;
                break;
            case 28:
                PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevel28;
                break;
            default:
                PlayerSettings.Android.targetSdkVersion = UnityEditor.AndroidSdkVersions.AndroidApiLevelAuto;
                break;
        }

        Debug.Log ("===KeystoreName: " + PlayerSettings.Android.keystoreName);
        Debug.Log ("===keyaliasName: " + PlayerSettings.Android.keyaliasName);
        Debug.Log ("===keystorePass: " + (string.IsNullOrEmpty (sPass) ? "!!!EMPTY!!!" : "(hidden)"));
        Debug.Log ("===keyaliasPass: " + (string.IsNullOrEmpty (kPass) ? "!!!EMPTY!!!" : "(hidden)"));
        Debug.Log("===targetAPI: " + PlayerSettings.Android.targetSdkVersion);
   
        BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions ();
        buildPlayerOptions.scenes = GetScenes ();
        buildPlayerOptions.locationPathName = string.Format ("{0}/{1}", outputProjectsFolder, apk);
        buildPlayerOptions.target = BuildTarget.Android;
        buildPlayerOptions.options = BuildOptions.None;
   

        BuildReport report = BuildPipeline.BuildPlayer (buildPlayerOptions);
        BuildSummary summary = report.summary;
  
    }

m?

I also want to know. If I build with only one “ARM64” flag enabled, the size of my application is 71 MB, but when I extract the APK for my device from AppBundle or Google Play - 106 MB (in size these are files with the ending “_2”). The file size without “_2” is smaller. base-arm64_v8a + base-master (in my case 17mb + 54 mb) looks like the real size of my application with the “ARM64” flag.
4835162--464222--upload_2019-8-8_17-8-15.png

Actual issue

m&

What is “m”?

weeee … you seen it.

quoted @ @

Sorry I don’t follow, there isn’t a user named bump on this thread

Nothing left to do
When you know that you've been taken
Nothing left to do
When you're begging for a crumb
Nothing left to do
When you've got to go on waiting
Waiting for the miracle to come

Hmm…ok. Good luck on your issue.

Ok. Im use “Split APKs by target architecture” insted AppBundle. Size for ARM64 < 30% in GooglePlay. Thanks for help)