This page contains information about Google Play-specific delivery requirements and considerations.
For information on how to publish your application on Google Play, refer to Google Play.
Google Play has requirements an application must fulfil before you publish it. This section describes Google Play-specific requirements and explains how to meet them.
Google Play requires new apps to be an Android App Bundle (AAB) instead of an APK. For information on why, refer to The future of Android App Bundles is here.
To configure an application to be an AAB:
Now when you build the application, Unity builds the application as an AAB.
Google Play limits the install size of applications. The following table describes the size limitations Google Play has for each application type:
Application type | Size limitation |
---|---|
APK | If you split the application binary or use a custom expansion file, the APK must be smaller than 100MB and the expansion file must be smaller than 2GB. Otherwise, the APK must be smaller than 100MB. |
AAB | If you split the application binary or use custom asset packs, the base module inside the AAB must be smaller than 150MB and the asset packs must fit the file sizes described in Android’s Download Size Limits documentation. Otherwise, the AAB must be smaller than 150MB. |
For information on how to optimize the install size of your application, refer to Optimize distribution size.
Texture compressions targeting is a feature of Android App Bundles that helps Google Play to generate and serve optimized APKs for different devices. If you enable it, Unity includes texture assets formatted with different compression formats in any Android App Bundles that it builds. When a device installs the application from Google Play, the APKs that the device receives contain texture assets that use the optimal texture compression format for the device.
Texture compression targeting also automatically enables the split application binary feature and generates an install-time asset pack called UnityTextureCompressionsAssetPack. This asset pack contains common resources and assets required by the first scene. When texture compression targeting is disabled, Unity packs these assets into the base module. This means that enabling texture compression targeting reduces the size of the base module. This can be important because the base module has a size limit of 150MB. For more information on how Unity configures asset packs, refer to Asset packs in Unity.
To enable texture compression targeting:
PlayerSettings.Android.textureCompressionFormats
API to assign the required texture compression formats.Note: When Texture compression targeting is enabled, Unity disables and ignores the Texture Compression Android Build Settings which means you can’t use this setting to override the texture compression format for a build.
If you don’t enable Android App Bundles and export or build your application as an APK, Unity only uses the first texture compression format in the Texture Compression Formats list.
If you want some texture assets to use specific texture compression formats, you can override their texture compression format. The value you set for an individual texture overrides the default texture compression format and the optimal format that Google Play would select for specific target devices. For information on how to change the texture format of individual textures, refer to Texture Importer.
Google Play requires applications to support 64-bit architecture. For more information, refer to Support 64-bit architectures. To make your application support 64-bit architecture:
Google Play requires applications to support a minimum target API. For information on what the current minimum target API is, refer to Meet Google Play’s target API level requirement.
To change your application’s target API:
Google Play can check the Package Manager and Asset Store packages that your application uses for known certification failures. It does this automatically after you upload your application to the Play Store and before the main certification process begins. This helps to identify issues with your application’s dependencies quickly without running the full certification process. If Google Play finds issues, it reports them to you via the Play Store Console along with details about the issues and how you can fix them before you submit the application again.
To report dependencies:
Google Play requires applications to be signed. For information on how to sign your application, refer to Android Keystore Manager.
This section contains Google Play-specific considerations to be aware of before you publish an application to Google Play.
To help launch an Android application successfully, Android’s documentation includes a best practice checklist of processes to follow. Refer to Launch checklist.
If your application crashes on a device, Google can use a symbols package to make a native stacktrace human-readable on the Android Vitals dashboard. It’s best practice to generate a public symbols package for your application and upload it to Google Play. For information on how to do this, refer to Generating a symbols package.
Similar to symbol files, Unity can produce a deobfuscation file if you apply minification to your application build. For more information on applying minification, refer to Android Player Settings. A deobfuscation file is automatically generated as a mapping file in the same location as your application build.
If you apply minification, it’s best practice to upload the deobfuscation file when publishing your application on Google Play. A deobfuscation file deciphers the method names in the stack trace, allowing you to identify and resolve the exact cause of the application crashes. For more information, refer to Google’s documentation on Deobfuscate or symbolicate crash stack traces
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