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?
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)
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?
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.