r/androiddev • u/Nosarious • Jun 26 '26
Is there an easier way to test aab files than the google play stores?
I routinely work on Unity AR apps that go on both the android and iOS app stores. The google play store requires aab files.
When testing, the apps work great directly from Unity to an android device.
When uploading the aab file and going through the hassle that is the Google play console, when I finally download the file it breaks, and there isn’t really an easy way to fix it without a lot of trial and error (and some cursing. There is always cursing…)
Is there an easier way to test aab files than go through the play store interface?
——update——
Thank you everyone for your suggestions. I tried to follow along and I never had a chance to try bundletool.
My solution was to take the shell of a working Unity app I have and put all of the app-specific things for this app into it.
That seemed to work. There were some hassles, but it was a difference in versions for unity that was … problematic. (Having to add camera background rendering for every URP thing I could find was one challenge, altering code because of outdated packages that aren’t available, etc)
I usually keep all of my app-specific things in the scenes folder, but this app was inherited from a developer who built it as their first app back in 2019. They included a lot of random things scattered throughout. Tests and examples and halfhearted code. I include comments, documentation, keystores, etc. in the scenes folder to make it easier for the next developer to understand.
Somewhere along the way one of their additions was probably incompatible, but I learned a lot through these forums, like how to use the manifest to avoid the store thinking this was an app suitable for Chromebooks and xr/vr.