Had a quick question on app file size. The total size of assets in our project is ~30 megs. We’ve removed all unnecessary image sequences (SM2) from the assets folder (over 100 megs of image sequences no longer used as they’ve been built into atlases).
Upon compile in Xcode - the app is reaching beyond 120 megs. Is Unity caching older files and not deleting them upon build? Or is it normal to expect a Unity iPhone app to quadruple asset sizes upon build?
More info: The main culprit in the build is called sharedassets1.assets - 105 megs - we checked a backup from 3 days ago and it was only 8 megs…
if you compile it for armv6 and armv7 its basically 30-40mb just for the application itself (depending on what you use in detail.
together that could give you a bit.
though not 100 megs.
perhaps you by error use the resources folder and forget that all in there will always be included or something like that.
you might want to check in xcode if there is a file thats too large
and in unity the console → editor log after build, it tells you whats included and what size it has
depending on the version of SM2 you have, you now have the atlas and the distinct files in for example
sharedAssets is an asset bundle that contains the assets used in your project
so if that got larger you added something to your project thats loaded in some way like dropping into resources and forgetting that they are always included and things like that.
you can check whats included and its size in console → editor log after build
How do I check what’s included in the size? I can’t seem to find console → editor log. Is this in Xcode or unity?
And for the sharedAssets0 and sharedAssets1, could it also refer to as assets from scene 0 and scene 1?