I made a game with the help of Unreal programmers using the memory game. I altered some of the blueprints and added about 30 images for cards and erased the old images. I am not a programmer and I thought everything was working when I exported the Android version (all). There were two options to export that I knew about and one left the obb file separate which I thought would be best. After exporting numerous times the APK file is 15mgb but the .obb file is 362mgb? Why is it so massive?
I packaged them together so the APK and OBB files are one and it is 347mgb. Can anyone shed some light on tutorials or instructions. I will post more information if you would like but tell me how to get that information please. Any help would be great as I have been working on this for 4 days now. Thanks
Have you attempted to build your project using something other then the Android (all) packaging? With Android (all) packaging, you are building for all the the options, causing the build to be large. When packaging for a specific device, the file size will be significantly smaller then with all.
I tried using the ETC1 and it went down to 117mgb. I think it is something I am doing wrong but I have followed every instruction I can find in the documentation. Another big issue I think it might be is the fact that the folder that contains the memory game is 3.10 GB and I do not know how it grew that big.
I tried to use small png files but I do have more than what they had. I have about 25 images I believe. I looked in the Asset folder for the game I created and compared it with the regular Memory Game and my asset folder is 25mgb bigger.
I packaged the Memory Game (original) and for ATC I get 78mgb. With DXT I got 78mgb. All of these are still over the limit of the 50mgb playstore upload. Do you know if anyone is getting smaller packages? And if so how?
I believe that the issue is the alpha channels in the materials used for this project. Android (ETC1) does not support alpha channels in textures so if the source image contains an alpha channel, it will be stored uncompressed. This could also be true for all android packaging.
If you are not using alpha you may want to make sure you don’t have an alpha channel in the art as this will make the file larger. If you do need alpha, you can split the alpha channel into its own texture and modify your material to sample alpha from the second texture so they can be compressed separately.
I am working on this but I am honestly lost. How do I see if there is an alpha channel or not? Anybody have a link to a page that shows how to do all this? Thanks
I have checked the compress without alpha and under ETC1 I still get 116mgb? I have tried to look at all textures to remove an alpha channel but I just cannot find what is so big.
I went through each texture and enabled the Compress Without Alpha checkbox was able to get the card game down to 65 MB. I will keep looking into the project and let you know if I can get the project a bit smaller.
I have tried everything I know and I have even posted on the forums a post to pay someone to help me decrease the size. No bites on that and I am starting to think that the game was just built kind of big. I am noticing that most games with unreal engine are just bigger but that is not the end of the world in my mind.
I am thinking of just putting in the description of the app download on WIFI
so they save on their data plans. Thank you for your help.
I was just working on this issue yesterday before I left. Sorry for the lack of response. It seems as though the project is too large. Everything i tried to change had no effect on the size of the project. You may want to try to Build a similar project from scratch and use the memory game as a template for that project, but then again, that may not even help with the size. Adding the 'download on WiFi ’ may be your best bet.