Install sizes/unpacking iOS and Android builds

I’m deploying an app to both iOS and Android, and while the download packages (.ipa & .apk, respectively) are ~90MB, the apps seem to unpack on the devices: on Android, the app manager reports it being around 110MB on the drive – while on the Apple devices it’s reporting ~850MB. Which is large.

Anyway, going through editor.log at build time, I can see where the size is coming from: we’ve got a huge number of really massive textures (it’s an artistic collaboration, rather than a commercial product), and it looks like iOS is unpacking the whole thing when the app is installed, whereas Android…doesn’t? I mean, it seems to unpack at runtime, I guess, since the installed size is much closer to the download size.

I know iOS and Android use different compression techniques: does the size discrepancy have something to do with that? Or just some other policies on the different devices? I’m more genuinely curious than anything.

I would like an answer to this as we have run into the same issue.

From what I have read elsewhere, it would seem that iOS stores the images as they are on the device after it installs, without any compression on it. If we wish to get a similar footprint on the device as the Android install, it seems we need compress the textures ourselves.

Is that assessment correct? Would changing all my texture’s compression method to “crunched” help solve this issue at all?

Our application jumps from a 180 mb IPA to 1.2 GB on the device after installation.