If you choose to use AAB
instead of APK
to build your android package:
And leave the default enabled for checking the App Bundle Size:
You will figure out that a Batch Build will always fail:
DisplayProgressbar: Checking APKs size
FileNotFoundException: Could not find file '[..]/android/some.apk'.
at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x000c4] in <fb001e01371b4adca20013e0ac763896>:0
at System.IO.FileInfo.get_Length () [0x0003f] in <fb001e01371b4adca20013e0ac763896>:0
at UnityEditor.Android.PostProcessor.Tasks.CheckApksSize.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x0002b] in <d7067458867d436a825598eb5e44cdf0>:0
at UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) [0x00078] in <d7067458867d436a825598eb5e44cdf0>:0
at UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.BuildTarget target, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String installPath, System.String companyName, System.String productName, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x00349] in <d7067458867d436a825598eb5e44cdf0>:0
at UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) [0x00001] in <d7067458867d436a825598eb5e44cdf0>:0
at UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) [0x000dc] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:340
UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:376)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:275)
UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:258)
UnityEditor.BuildPipeline:BuildPlayer(String[], String, BuildTarget, BuildOptions) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline.bindings.cs:253)
GR.Base.Editor.Build.BuildScriptettings) (at Assets/GRBase/Editor/Build/BuildScript.cs:89)
Cause obviously there is no APK to find to check its Size 🤦‍♂️
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