Version: 2022.3
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Play Asset Delivery
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Asset packs in Unity

This page describes how asset packs work in the context of a Unity Android application that uses Play Asset Delivery.

You can configure Unity to generate an Android App Bundle (AAB) that includes your application split into a base module and asset packs:

  • Base module: Contains the executables (Java and native), plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
    See in Glossary
    , and assets in the first sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
    See in Glossary
    . The first scene is the scene that has a build index of 0.
  • Asset packs: Contains everything else, including the remaining scenes, resources, and Streaming Assets. For more information about the asset packs that Unity generates at build time, refer to Generated asset packs.

Alongside the asset packs that Unity generates automatically, you can also create your own custom asset packs. This is useful when you need to control which assets an asset pack contains. Unity adds your custom asset packs to the final AAB. For more information, see Custom asset packs.

Generated asset packs

Asset packs have download size limits. To account for this, Unity changes how it generates asset packs depending on the size of your additional assets:

  • If the additional assets take less than 1.5GB of storage, Unity packs everything into a single asset pack that uses the install-time delivery mode and is called UnityDataAssetPack. If you don’t create any custom asset packs, this means that the device downloads the asset pack as part of the application installation and, when the user first launches the application, all assets are available.
  • If the additional assets take more than 1.5GB of storage, Unity adds Streaming Assets into one asset pack called UnityStreamingAssetPack and adds all other assets into the UnityDataAssetPack asset pack. These both asset packs use the install-time delivery mode.

Important: If either of these asset packs is larger than the size limit that the Google Play Store allows, Unity displays a warning but doesn’t fail the build. Also, Unity checks the sizes of asset packs individually and doesn’t perform size verification for custom asset packs. This means that, if Unity-generated asset packs fit within the Google Play Store limits but their combination with custom asset packs is too large for the Google Play Store, Unity doesn’t display a warning or error.

For asset packs that Unity automatically generates, Unity does not support changing the delivery mode. If you want to change the delivery mode of an asset pack, create custom asset packs with your assets.

Custom asset packs

If you want to control which non-code resources are in a particular asset pack, you can create a custom asset pack. Unlike Unity-generated asset packs, you can set the delivery mode for custom asset packs. If you create a custom asset pack, be aware that the Google Play Store has size and quantity limits for asset packs. For information on the limits, see Download size limits.

To use custom asset packs with Addressables, you must extend the Addressables functionality. The Play Asset Delivery Addressables sample provides an example of how to do this. For more information, refer to the sample documentation.

Additional resources

Play Asset Delivery
Set up Play Asset Delivery
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