How do you know the size of the downloadable iPhone application?
build your app, look in the build folder, find your app (it should have a cross through it) zip it. and thats how big it will be.
Thanks a lot Jake!
The zipped application is 6.8M and its size on iTunes is 12.4M. :?:
What are other developers experiencing?
That’s my experience, too - the size displayed on iTunes is at least twice that of the zip file I’ve uploaded. First one was 6MB and listed as 15MB, second was 9MB and listed as 18MB.
There has to be something wrong. Hopefully somebody from Unity can clarify this.
Sound like iTunes displays the unzipped file size. Right?
No Randy. The unzipped size is 19.7M.
thats weird. But I would have assumed that the file size listed on iTunes is the uncompressed size, because users don’t really care about how big the app is when compressed, they want to know how much space it takes up in their iPhone.
I wonder if this Apple is able to remove some common library files (or something) from the app and have the app use a standard set from the actual iPhone. ? Just a thought.
It is possible. I wrote to Apple anyway.
This makes me curious… So, when I get the chance I would like to do a little test to see how much space iTunes reports my app to be using. I would do this by uninstalling one of my unity apps, checking free space on the iPhone (using iTunes), then reinstalling the unity-made app, then rechecking the free space. I wonder if the difference would be the exact size of the unity-made app.
9.5M → 18M :shock:
any news on this.
At +10MB people cannot buy your game unless on wifi
Nothing yet. The response I received from Apple was a suggestion to search and post my question on different places but none of them has worked yet.
Hello
The explanation is that before they compress the application to post it on the AppStore, they wrap it for DRM purposes, which basically encrypts the application. When this encrypted new binary is compressed, the result is a bigger file because there are less repetitive information.
sucks,
In that case Apple isn’t a hair better then MS, Nintendo or whatever company restricting its codes on consoles and other hardware. Long live PC and MAC platforms.
That restriction stuff is needed.
- Security - with enforced APIs you know that nobodoy can break it. Especially needed on the iPhone where the sandbox obviously isn’t working as good as it was advertised as Unity shows with its memory filling behavior.
- For emulation on new platforms - Customers normally prefer it if the next generation of a hardware can play the current generations games which requires that applications are written correctly, not just some hacked together trash