INSANE build size!? android 24 mb ios 95 mb

Ok i looked at the build sizes thread people, didnt help much. I am NOT AN EXPERT on this crap, i just like making fun games, but i really tried to put in some effort to minimize my app size, and it worked pretty well on android but not frickin ios… i really hate apple.

All my main game textures are in a 1024x1024 atlas and it is compressed. My game is tiny as shown by the android 23mb apk size.

I did a universal build IL2CPP so is it normal for both slices to combine to 95 frickin megabytes on the appstore??? The ipa file is 75 megabytes…

I mean won’t someone be like " LOL WTF CLASH OF CLANS IS 53mb BUT THIS TINY ASS GAME IS 95MB UNITY IS TRASH HAR HAR HAR!"

I have 2 music files in my game which i use the “streaming” option that lowered their size to like 100+ KB each since it streams them a piece at a time from what i understand, i have a handful of short sound files which are all MP3 compressed to KB level sizes. All my other textures are PVRTC compressed. I got like 4 textures that are uncompressed and add up to like 5 megabytes TOPS. Point is, i have nothing crazy going on, i don’t have any RESOURCES folder that’s loading extra stuff.

Is 95 megabytes normal? Using XCODE 6.4 Unity 5.1.1

Yea that’s pretty normal. Apple’s 64-bit requirement took everyone by suprise and IL2CPP is the only way to meet it. I don’t think anyone would call the current situation ideal but at least we can still ship games. Build size/time/memory (and device hardware) will improve over time.

Unity’s road-map is to make all platforms IL2CPP eventually. Very exciting in the long-term this will also allow for upgraded .NET so we can use better memory-management and sweet new C# code!

we have a game 70ish mb on android and 90ish on iOS. I suppose it depends how you handle compression etc. Eventually we’ll be able to drop off the 32-bit stuff and that will reduce build size it as well.

It’s not normal.
If your apk is 23MB, ipa should be max 27 - 30MB.

You probably added dsym file to your ipa:

  1. Archive in XCode.
  2. Export → Save for iOS App Store Deployment.
  3. Disable “Include app symbols for your application…”.

It is of course if all settings are the same in Android and iOS. For example different sound compression can add 5 times more app size.

You can also check how much resources Unity added to build in Editor Log after build (Console → Open Editor Log).

Or just unzip ipa and check what makes size so big (for example Unity splash screens are way to big :))

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It basically depends on how many architectures you are targeting.
Final size of the ipa depends on how much is the core executable size is per architecture. Here is some info for calculating it. And also make sure armv7s is not included in the target acrchitectures to save some space. Just armv7 and arm64 will do.

Apple has restrictions size per architecture slice too. We recently pushed a build which has nearly 63mb ipa size and final size after DRM attached by apple reached 95 mb. As I said you can get a rough estimate from the shared forum post and it reached 97.5mb which is a good estimate too.

It mainly depends on the final architecture size in short. As cellular download limit is 100MB it worked for us :slight_smile: and I can expect how frustrating it will be if we see those big numbers but need to wait until unity finds if any more optimisations can be done on this part :slight_smile: .

I THINK I DID ADD THE APP SYMBOLS!

The only thing i know is armv7 and arm64 in the player settings in unity, i have it on universal, not sure what armv7s is.

armv7s used to be there by default in previous xcode versions. It was introduced at the start of A6 processor.
However, Even you can still add it manually, make sure its not added anytime to save final build space as just armv7 will be enough.

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