Massive inexplicable increase in build size moving from Android to iOS

Having a heck of a time figuring out what is going on here, and hoping someone can pop in and explain what I’m missing. Using identical Unity project, moving from Android to iOS I am getting a staggeringly large increase in build size.

Current Android APK Build Size (non FAT, but the FAT x86/arm7 is only 8mb bigger):
81MB

Current iOS Build Size (I’m aware there’s a formula for exact estimates here, but that includes the .app file which as you can see is huge):
IL2PP/Universal: 448MB xarchive, 192.2MB .app file
Mono2x/Armv7:: 256MB xarchive, 177.9MB .app file

I expected the jump with the IL2PP build, I did not expect the base build size to be more that double my Android build. This is not an issue I’ve had in the past with out apps.

Any advice on how to track down the problem?

You’re comparing a compressed file (apk) to an uncompressed file (.app). The .app will be much smaller once compressed (you’ll want to use the formula to calculate how big that will be). We’ve found the APK is usually a lot smaller than the ipa that eventually makes it way into the store. For example, one of our games was slightly under 50mb for the apk (whew…!) and the ipa in the store was around ~90mb

Thanks for the reply. Maybe I’m still misunderstanding but the only “formula” I’m finding is one which gives the maximum possible size:
http://www.indiepinion.com/steffenj/how-to-calculate-the-size-of-an-iphone-app-after-approval/

In my case this number comes out over 300MB, which is nonsense.

I did the smart thing and uploaded my build to Apple as a beta, and the build size came out to 125MB (again, compared to an 80mb APK), which seems right I guess. Much more in line with what other people are seeing.

So I guess the answer is there is no way to know your build size before you upload.

Ah, this thread lists the formula Unity suggests (and seems a bit more accurate haha): IL2CPP build size improvements - Unity Engine - Unity Discussions

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