# splitApplicationBinary

> Split application binary into modules.

## Definition

* **Type:** Property
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static bool splitApplicationBinary { get; set; }
```

### Remarks

When enabled, Unity splits up the player executable and data into modules:

**APK**: Generates an APK that consists only of the executable (Java and Native) code (\~10MB), and the data for the first scene. Unity serializes the application data separately in an APK Expansion File (.obb). For more information, refer to [APK expansion files](/engine/6000.5/manual/platform-specific/android/developing/application-size-restrictions/obbsupport.md).

**AAB**: Generates an AAB that contains a base module and one or more asset packs. The base module contains the executable (Java and Native) code (\~10MB), and the data for the first scene. Asset packs contain the rest of the application data. For more information, refer to [Asset packs in Unity](/engine/6000.5/manual/platform-specific/android/developing/application-size-restrictions/play-asset-delivery/asset-packs-in-unity.md).

### Examples

```csharp
using UnityEngine;
using UnityEditor;
using UnityEditor.Build;

public class SplitApplicationBinarySample : MonoBehaviour
{
    [MenuItem("Build/Split Application Binary Sample")]
    public static void BuildSplitApplicationBinarySample()
    {
        PlayerSettings.SetScriptingBackend(NamedBuildTarget.Android, ScriptingImplementation.IL2CPP);
        PlayerSettings.Android.targetArchitectures = AndroidArchitecture.ARM64;

        //Set splitApplicationBinary to true
        PlayerSettings.Android.splitApplicationBinary = true;

        BuildPlayerOptions options = new BuildPlayerOptions();
        options.scenes = new[] { "Assets/Scenes/SampleScene.unity" };
        options.locationPathName = "Build/AndroidBuild.apk";
        options.target = BuildTarget.Android;
        options.targetGroup = BuildTargetGroup.Android;
        BuildPipeline.BuildPlayer(options);
    }
}
```
