Build advice

Hi
When I build my project to XCode, I see that in products i got two aplication_name.app files ? Which one is good one for submit to Apple ?

Second I see that with any reason any of my application_name.app is 22.8 MB, I try remove textures, unnecessery files, some FBX models, but even after that my file size is 22.8 MB ? I even push Build settings , and chose replace , and I check compress textures, but nothing helps .
What I’m doing wrong ?

And my third question is , which folder I can save remove from “iPhone Standard Assets” folder ?

The docs on iTunes Connect have a detailed list of exactly what to do when submitting.

Unity doesn’t include unused assets anyway. Removing stuff manually is generally a waste of time.

See above.

–Eric

Yes but always I build project it’s size was 22 MB ? I’m curious about that because I see that all my artwork files are not bigger than 4 MB ?

It doesn’t matter what size your source files are. All that matters is what you have them set to in Unity…a 32 bit RGBA uncompressed graphic is going to be way bigger than a PNG file for example.

–Eric

Thank’s Eric for information, but I use PNG format, and I chose compress textures when I build my project, but as I say what ever I done the size of the project are always 22 MB ?
:roll:

PS.
What is the batter for optimization PNG or TIF, as I read around TIF is uncompress format similar to BMP , but specially used by Mac users , but as I see Unity have compress textures , so which is the best solution for chose picture format, PNG or TIF ?

Thanks

What is the BASIC size of Unity build package ( project.app ) for iPhone only, whit out any assets, so standard empty project when it’s builded ?

PS.
Sorry for double post :roll:

The format you use is utterly irrelevant, I use 500mb photoshop files :slight_smile:

Remember that they get converted to a natively [un]compressed data format… 32bit is quite literally 32 bits per pixel. That’s its size.

A clean unity build is (i think, roughly) about 7 or 8mb. But that’s with only a single build target (arm6)… Goes up with multiple targets (arm6/7), etc etc. Keep in mind that a single 1024x1024 texture is several mb :slight_smile:

I build for optimized arm6/arm7 , so if I build standard arm6 is that mean it’s will only work on ARM6 devices ( iPhone/iPhone 3G and iPhod Touch first generation ).
I have iPhone 3G for testing my project on the device. I really don’t now it will my project work on ARM7 devices if it’s builded for ARM6 arhitecture only ?

if you build for ARMv6 then it will work on all devices, but in some cases code might be less optimal by means of performance.

also keep in mind, that when you send your app to apple, you will have to compress your app. So that 22.6mb will turn into about 10mb. For example, last night I submitted my first Unity app, and it was 20 mb uncompressed. 9.2 mb zipped. So you should be fine.

Thanks, I successfully achive to reduce my application_name.app to 18.1 MB :), I reduce size of my textures and bit information in the textures. I even figurate that I can use 8 bit PNG textures for background objects and that reduce size of the textures to double.
Thanks for help :smile:

don’t forget: the pure binary (the file with the name of the app) in the package will not be compressed at all when processed by apple, only the rest.

so if your pure application is 15mb then it will remain like that + compressed size of the rest + small addition for apples “DRM”