Having problems with Optimizing the APP size. Please help!

I’m current making an iOS game that is Texture heavy.

Now, here is the problem. I know that every App/Game size is limited for 50mb in the AppStore.
I estimated the game that I’m currently making will be more that 50-60mb.
So, I kept on thinking of a way that I could make the game playable and acceptable in the AppStore even though it’s more than the size limit.

Here are my choices:

  1. Compress the textures but not in good quality. (I don’t think that it would hit make the game hit because of the poor quality.)
  2. Break down the game into parts if it’s possible.
    (i.e: I have a game that has 12 Stages in total, at first the entity/player will be downloading the half of the game which for example 5 stages and then when the player finished the 5th level there will be a prompt to him/her that the rest of the stages should download before he/she able to continue the game.)

Obviously, I don’t want to do the first choice as possible, I want to do the second choice but my problem is I don’t know anything about it, on how to make the app chopped and prompt the player to download the next batch of stages. Is there any reference on how to do the second choice? If there i,s please help me. It will be a great help for an amateur like me. I will appreciate any concerns. :smile::smile::smile::smile::smile:

Yes it can be possible. Try googling AssetBundle in unity3d.

Ohh. Okay, I’ll take a look.
I’ll see what will be the result. :smile:

Thank you very much! :smile:

I think it’s important to point out that the 50MB limit is in reference to cellular downloads(your data plan/over the air), the current size limit is 2GB for an application in the apple app store.