Gigantic 250MB app from simple Google Cardboard SDK scene

Was happily playing with Google Cardboard SDK until I realised that the app I built was 250MB! The folder containing the build for Xcode is a whopping 1,16 GB, mostly because of a file “libiPhone-lib.a” (1,07GB) in a “libraries” folder.

I have no idea what all this is, the scene is almost empty and there are no large textures. There must be a huge amount of extra code from the SDK but I have no idea what it is and how to strip it.

So how on earth can this lead to a 250MB app?
I check the filesize by archiving the app in Xcode and checking its filesize in Finder.

PS: The Unity editor log only shows:
Textures 32.2 kb 0.6%
Meshes 0.0 kb 0.0%
Animations 0.0 kb 0.0%
Sounds 0.0 kb 0.0%
Shaders 420.0 kb 8.0%
Other Assets 2.2 kb 0.0%
Levels 36.2 kb 0.7%
Scripts 614.6 kb 11.7%
Included DLLs 4.1 mb 78.7%
File headers 16.1 kb 0.3%
Complete size 5.2 mb 100.0%

Anyone?
Also, an empty Unity scene creates a 128MB app. It should be 20MB. I can’t figure out why…

If you are using recent versions of Xcode, it is probably the LLVM bitcode. You can turn that off in Xcode in the project’s Build Settings page.

It’ll still be tiny once sent to users’ devices. Bitcode, as mentioned, and possibly debug data included for Apple to use when receiving crash logs.