20 MB limit, compression, added DRM bulk, Unity3's botched stripping etc

So my app as a compressed zip comes to 17.8 MB. Blast, I may have gotten it down quite a bit more if Unity 3’s stripping didn’t break GUI scroll (and who knows what else) on or around the f2 or f3 build.

I’m slightly worried that the added DRM bulk tacked on by Apple will push it over the 20 MB limit for mobile downloads. The reason I’m only slightly worried is that I know an app can do well even if it’s over 20 MB, but hey I’d rather get it in under 20 MB if feasible.

My question has to do with the size added by Apple’s added bulk. Anyone have some ideas of how that added bulk impacts the final compressed size? I wonder also if the amount of added bulk is generally fixed, or more a percentage of the overall size. Also I wonder if there other variables that are in play. Maybe the final download will be 25 MB due to a different compression scheme or something. I’m trying to gauge if my app might slip under the 20 MB limit in the end, given its 17.8 MB zipped size as submitted to Apple. Any observations would be appreciated.

see http://answers.unity3d.com/questions/14952/steps-to-determine-iphone-app-size-please/15571 for the simple listing on how to get the final size.

it will definitely be well beyond 17.8 though as the zipping will zip the application binary too which won’t happen for appstore

yes, you can do the math easily by doing that compressed app file+ added uncompressed rest calculation to get a good (still not 100% exact but close) idea for what the size will be on the store.
And yeah, its very likely that your app will totally be a good bit over 20 mb. Sorry to say, but i have an app that is a good bit (several mb) smaller when i compress it myself and then ends up over 20 mb on the store.

Thanks. I tested the formula with maximum stripping. It would’ve put me right under the wire at about 19.8 megs, dang! Well maybe they’ll fix the stripping bug soon, and hopefully the fixed stripping will yield outputs just as small.