If I create an empty unity project and build an ios “release” out of that, the compiled .app is approximately 48mg’s. Which I think is pretty huge for a game without any assets whatsoever. My other project (a real game still in development) only has 1.8mg’s of Assets (scripts, sound and grfx) so far, but when I compile that as an ios release, all of a sudden the app size jumps to 70mg’s (22mg’s bigger) !! I’m not using any 3rd party libs or plugins. It’s all just C# scripts, and a few mock graphics and sound which in-total equate to 1.8mg’s. I am using the VCCode plugin so that I may use Microsoft Code as my editor, but that shouldn’t be adding to an ios release size.
Two questions.
- How does 1.8mg’s equate to (add) 22mg’s during compile?
- What are the things I need to be looking at to reduce my app size (minus the obvious music, graphics).