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Votes
1
Found in
2021.3.36f1
2022.3.22f1
2023.2.16f1
6000.0.0b13
Issue ID
UUM-68205
Regression
No
[Android]Resources fail to load when the AAB build contains a large Addressables Bundle
Reproduction steps:
1. Open the attached “Test_Resources_Build” project
2. Open the Build Settings Window (File > Build Settings)
3. In the Build Settings Window, select the "Build App Bundle (Google Play)" option
4. Build the Player
5. Upload the build to the Firebase Test Lab
6. Perform a Robo Test
7. Once the test is finished, select the Screenshots tab
8. In the first screenshot, observe the top left text
Expected result: The text displays “Resources loaded: True”
Actual result: The text displays “Resources loaded: False”
Reproducible with: 2021.3.36f1, 2022.3.22f1, 2023.2.16f1, 6000.0.0b13
Reproducible environment: MacOS Sonoma 14.3.1 (Intel), Windows 10 (user’s)
Not reproducible environment: No other environment tested
Reproducible with these devices:
Google Pixel 5 (Simulator)
Notes:
- Not reproducible on MacOS Sonoma 14.3.1 (Intel) (Runtime, Buildtime), iOS (app) builds
- The issue is not reproducible when the Addressables Bundle is manually halved
- Resources fail to load regardless if there is an Addressables Bundle of any size in Android builds
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Resolution Note:
The addressables bundle file in this project is too big. As a result install-time UnityStreamingAssetPack generated by Unity is bigger than 1Gb and exceeds Google Play limits - https://developer.android.com/guide/playcore/asset-delivery#download-size-limits. There is nothing can be done from Unity side. The only option to deal with addressabbles bundles bigger than 1Gb is to use remote delivery.