App Store .IPA file size is 3 times bigger that it should

Hi, I am not totally sure if this is a unity related or more a xcode question but I would like an option from the community if possible.

I have done some optimisations in my game and exported an android .apk which is 39MB, then I exported the iOS version AdHoc and it is 35MB (a Universal Build available in all architectures)… so far, all fine. The way I create the .IPA is simply by exporting it from a previous archive generated in xcode. When I generate the .IPA for Apple Store (not the adhoc) it is 230MB (including bitcode and symbols) and when it gets live after review in the app store it is 95MB.

I have tried submitting to the app store excluding bitcode and symbols but it is still much bigger than the adhoc version. My real question is: Is there a way of getting your game file size in the app store close to the file size of the adhoc version? if yes, could you please point me what’s needs to be done? thanks a lot!

Bitcode generates code for several platforms, and also various forms of diagnostic symbols. Each downloader gets a smaller version tailored to the device they’re downloading it with, and Apple use some extra data for crash reports. The final upload grows by a LOT because it also encrypts a bunch of stuff before compression.

Just get used to it - the size shown in the store isn’t how much is actually downloaded anyway, only the approximate installed size :slight_smile:

hi, thanks for answering… i am not sure why apple does things in this way, it is really odd. so, before you submit, even trying to predict/guess what the final file size would be at the store feels like “impossible”… as i said i even made a version excluding bitcode and symbols… and it is 2.5x bigger than the adhoc version :frowning:

Yeah, I don’t think that version gets the App Store encryption so it compresses better.