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UnityARCore + Android App Bundle + Split Binary issue
I built an Android app bundle from my Unity project containing ARCore package from the package manager with the Split Application Binary option enabled, The build succeeds, but I get an error while uploading the aab file to playstore. The error says UnityARCore asset has been entered in both the modules (base & UnityDataAssetPack).
Here is a screenshot of the same error while computing apk size from the bundle file.
Here is another screenshot showing the two registries in Android Studio
This does not happen if I remove ARCore from the project. But I need it. Has anyone faced this issue? How do I remove the ARCore registry from the UnityDataAssetPack module?
Any help would be greatly appreciated. Thank you.
We are experiencing the same issue. Any update on this one?
Answer by yetidevops · Sep 27, 2021 at 09:27 PM
Until the editor gets a bug fix for this - our team was able to follow the process below to fix this @Raptcha911.
Using unity 2020.3.19f1 - using the checkbox to build app bundles and split application bundles creates an error when checking apk sizes and will not be accepted by the Google Play Store.
[BT:1.8.0] Error: Both modules 'base' and 'UnityDataAssetPack' contain asset entry 'assets/bin/Data/UnitySubsystems/UnityARCore/UnitySubsystemsManifest.json'.
We got this workaround to work by using the Google Unity plugin at https://github.com/google/play-unity-plugins/releases
Specific Packages:
com.google.android.appbundle-1.5.0.unitypackage
com.google.play.assetdelivery-1.5.0.unitypackage
Steps to make a build with base and assets separately:
Imported them as custom packages through the asset menu
Uncheck split application binary in Publishing Settings
Then use the Google Menu:
a. Android App Bundle -> Asset Delivery Settings - check Separate Base APK Asset b. Build Android App Bundle
Our app was crashing because of a folder missing so we followed this link to fix that:
Thank you, it works. Just notice that the Google's plugin doesn't compress the app by default, resulting in a much bigger app size. To enable compression yon need to set CompressInstallTimeAssetPacks to true as detailed here: https://githubmemory.com/repo/google/play-unity-plugins/issues/131.
@yetidevops @kfireven In order for the PlayAssetDelivery to be allowed on the app, doesn't the app need to be marked as a game in Google Play Console?
Answer by Lenvanthis012 · Dec 05, 2021 at 10:29 AM
To reflect the up-to-date change, we used
com.google.android.appbundle-1.6.0.unitypackage com.google.play.assetdelivery-1.6.0.unitypackage
Also, we imported https://docs.unity3d.com/Manual/AssetBundles-Browser.html.
This solved our problem.