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Votes

0

Found in

2020.3.45f1

2021.3.18f1

2022.2.7f1

2023.1.0b4

2023.2.0a2

Issue ID

UUM-26860

Regression

No

[Android] UnityDataAssetPack-master.apk contains uncompressed assets when building with Split Application Binary selected

-

Reproduction steps:
1. Download bundleTool from https://github.com/bundletool/releases
2. Open the attached “BugRepro” project
3. Click File > Build Settings… > Build
4. Go to the Build folder
5. Open Command Prompt, and enter “java -jar bundletool-all-<bundletool version>.jar build-apks --bundle=<build name>.aab --output=repro.apks”
6. Open repro.apks with 7z
7. Go to asset-slices
8. Double-click UnityDataAsset-master.apk
9. Go to assets > bin > Data
10. Observe the compression method of “datapack.unity3d”

Expected result: “datapack.unity3d” compression method is “Deflate”
Actual result: “datapack.unity3d” compression method is “Store”

Reproducible with: 2020.3.45f1, 2021.3.18f1, 2022.2.7f1, 2023.1.0b4, 2023.2.0a2

Reproducible on: Windows 10 Pro 22H2

  1. Resolution Note:

    .unity3d files are lz4 compressed data files, they are supposed to be not-compressed inside apk files.
    Switch compression to Default in build settings and retest. The bug is only valid if data files are not compressed in this case.

Comments (2)

  1. Horst6667

    May 03, 2023 07:54

    Please see this thread for more details about the problem. The builds mentioned in the thread are made with default compression.

    https://forum.unity.com/threads/aab-with-split-assetpacks-explodes-in-size.1385226

  2. Horst6667

    May 03, 2023 07:42

    "Switch compression to Default in build settings and retest. The bug is only valid if data files are not compressed in this case."

    Yes, exactly that is the case. Default Compression together with AppBundle enabled and SplitApplicationBinary (=APKExpansionFiles) enabled, leads to completely uncompressed AssetPacks.

    When building with BuildOptions.CompressWithLz4HC, our .aab is ~900MB.
    When building with Default, our .aab is 2.8GB. :-)

    Building with Lz4HC is at least workaround, but it seems to raise problems on some devices.

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