Density Splits on unity


A recent version of my game got flagged with a technical issue on Google Play. The full text is here:

> Improve your app’s performance with density splits
>
> You can reduce your app’s memory usage and prevent performance issues caused by scaling, by enabling image density splitting in your Android app bundle. Once enabled, devices will only receive assets tailored to their specific screen density, preventing the system from performing on the fly scaling. To manage this setting, update your bundle configuration so that it supports configuration-specific resources.

I already have the “Split Application Binary” setting checked in my project settings for Android, but this apparently is not enough. I've checked the gradle file that Unity is using and there's nothing in there overriding the default behavior of allowing density splits.

The closest thing I've found to an answer is this page which mentions in passing that density splits don't do anything with content in addressables (which I am using), but then points you to this github project with a "good luck figuring it out for yourself based on this example" but I can't find anything in this project that is applicable.

Any chance somewhere here can point me in the right direction?

0
Jul 23 at 4:09 AM
User AvatarPurple Ninja Girl
#android#unity-game-engine#google-play

Accepted Answer

The comment isn't talking about splitting resources in general, but more specifically splitting them per resolution/density. You'll notice the comment is being explicit in talking about scaling and image density splitting and screen density.

One such Unite talk(timestamped), refers to this issue as addressable quality variants.

User AvatarNPatch
Jul 23 at 5:16 AM
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