Build size way too high

Hey everybody, I’m new to iOS / Android building, but I’m encountering a very strange trend in the build size (starting with iOS).

I know without seeing the project it’s hard to tell what is wrong, but since I’m new to smartphone deploying, I’m sure there are some common pitfalls that I may fell into.

Here the crucial information:

  • Asset Folder Size: 130MB
  • Build is “Development Build”
  • Code stripping is disabled (since we had problems)
  • Using Unitys Addressables
  • Having a ton of plugins (as far as I know with no image / sound files)

Final App Size: 500MB!

I’m not sure, but I think, that even if nothing gets compressed and everything gets put into the app, there is no way that the app exceeds 200MB. We need to get it at least under 150, goal is 100.

I hope you have some tips for me :s

A few questions:

  1. How did you measure the build size? Was the reported size from App Store Connect?
  2. Did you analyze the build report? You can use it to check for irregularities, say if any texture is set to be uncompressed.
    Here is a packaged from Unity that visualize the build report: About Build Report Inspector | Build Report Inspector | 0.2.2-preview

Also, it is always better to have code stripping on to reduce managed code size Unity - Manual: Managed code stripping

Hey, the app size was measures by checking the app size directly on the phone.
I indeed checked the build report, and it didn’t show anything leading to such a big app as far as I remember.
We currently put priority on other things again, but I’ll probably going to test the visualisation tool out at some point.
Thanks for the tip :wink:

the app size was measures by checking the app size directly on the phone.
well you can download package in xcode and check what takes all the space