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I’ve a VR recreation developed in Unity for Oculus and I wish to create an Android App Bundle to add it to the play retailer as a cell recreation too. Once I go into construct I choose this choices:
And right here is the issue, after ending compiling it throws some errors:
1.
OverflowException: Worth was both too massive or too small for an Int32.
System.Quantity.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) (at <a40b0ad4a868437393ad434631fb6ff1>:0)
System.Quantity.ParseInt32 (System.ReadOnlySpan`1[T] worth, System.Globalization.NumberStyles types, System.Globalization.NumberFormatInfo data) (at <a40b0ad4a868437393ad434631fb6ff1>:0)
System.Int32.Parse (System.String s, System.IFormatProvider supplier) (at <a40b0ad4a868437393ad434631fb6ff1>:0)
System.Convert.ToInt32 (System.String worth) (at <a40b0ad4a868437393ad434631fb6ff1>:0)
UnityEditor.Android.BundleToolWrapper.CheckApksSize (UnityEditor.Android.AndroidJavaTools javaTools, System.String stagingArea, System.Motion`1[T] progress) (at <c8df8c387877487dae452aacc833e6ce>:0)
UnityEditor.Android.PostProcessor.Duties.CheckApksSize.Execute (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <c8df8c387877487dae452aacc833e6ce>:0)
UnityEditor.Android.PostProcessor.PostProcessRunner.RunAllTasks (UnityEditor.Android.PostProcessor.PostProcessorContext context) (at <c8df8c387877487dae452aacc833e6ce>:0)
UnityEditor.Android.PostProcessAndroidPlayer.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, AndroidPlayerBuildProgram.Knowledge.AndroidPlayerBuildProgramOutput buildProgramOutput) (at <c8df8c387877487dae452aacc833e6ce>:0)
UnityEditor.Android.AndroidBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at <c8df8c387877487dae452aacc833e6ce>:0)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget goal, System.Int32 subtarget, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 peak, UnityEditor.BuildOptions choices, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Construct.Reporting.BuildReport report) (at <5092d70d16a64dd9a555dd50f38aead0>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Construct accomplished with a results of 'Failed' in 294 seconds (293528 ms)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions choices) [0x002da] in <5092d70d16a64dd9a555dd50f38aead0>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <5092d70d16a64dd9a555dd50f38aead0>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
The unusual factor for me is that the .apk compiles simply effective. I would like the aab as a result of the sport is now round 2GB and can seemingly be extra sooner or later. The place does this error come from? is it a code drawback or one thing associated to configurations?
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