iPhone Build is Massive...Android, Tiny

We are building our game and the iPhone version is quite large.
The iPhone version is 34.5mb and the Android is 9.5mb.
I created an empty Unity project as a benchmark and it is 17.5mb.

I followed this guide (with Advanced version stripping), but the build is still large.

When showing package contents, the actual executable is 18.6mb while the Data folder
is filled with some basic libraries and is 15.9mb.

We have no assets in any build, so we cannot optimize those as suggested.
I’m doing release builds as well (no debugging info).

Any suggestions or resources would be greatly appreciated. Thanks!

Thats most likly because of ARMv6 + ARM v7. Try Armv 6 only, this should reduce the build. Also try clean all targets before you make a new testbuild.

Trouble is, that Armv7 is optimized for the newer devices, so if you don´t use that, you loose some performance (i think batching namely).

I know there are some Forum posts about this, so search fur ARM build size

There was a similar thread around, it was something about ios having more code precompiled. Can’t seem to find it though…

Edit: Talked too soon :stuck_out_tongue: Here you go : http://forum.unity3d.com/threads/74095-IOS-Build-vs-Android-Build?highlight=android+ios+build