How to optimise build size of applications on the iPhone?

Hi,

I’m currently testing my application on the iPhone. Total size of textures and audio I have is around 16 Megs. After I build the app, it comes up to 84 Megs. How does that happen? Is there a way to optimise the file even more?

Also, I’m using Unity iPhone Basic.

Thanks again.
-Hakimo

Have a look at the editor log after a build to check that the audio and textures have all been compressed right. I did a build recently which looked good in the editor but when I checked all the audio was uncompressed. It’s an easy one to miss.
Textures need to be a power of 2 (64x64, 128x128 etc) otherwise they do not compress either. (Unless used as a GUI Texture)

Hope this helps

Hi Andy,

For textures, I am using the power of 2 and for compression I’m using “RGBA Compressed RVRTC 4 Bits”. Although, after I used the compression, the images looked really bad.

What compression is recommended to have a decent looking image?

Thanks.

-Hakimo

i’m using PVRTC compression on my game and not having any trouble with any artifacts etc.

Do you mean it’s bad when you build and install to your iDevice or through remote?

Yep, it’s bad when I install it on the device. The images don’t look as crisp as I’d like them to be.

Ok, things to check, would be.

Right texture size on import settings.
MIPMAPS turned off on any texture that doesn’t need them
Have a look to see if you camera is orthographic or not (Orthographic made a big difference to mine)

I’m sure someone will be alone shortly to add some extra checks. But I think they should help get you started.