So I submitted my app to Apple and got the “app size is too big for celluar” email. However, it says my app size will be 50Mb and I thought the limit was exactly that: 50Mb?
“The app binary listed below was 38.9 MB when you submitted it, but will be 50 MB once processed for the App Store. This exceeds the cellular network download size limit and would require your app to be downloaded over Wi-Fi
…
If possible, we recommend that you remove any unused executable code or resources so that your app will not exceed the 50 MB cellular network download size.”
So I guess you have to be UNDER 50Mb? I’m not sure if I need to try and squeeze another 1Mb out of my binary or if their checking code is slightly off and doing a < instead of a <=
Any one know for sure if it is 50Mb inclusive or less than 50Mb?
What’s the difference between 49.8mb and 50 mb O_o… ?
Try to change one texture compression settings and you should easily subtract 200ko from your app?
In this case you are the only one to know what to remove since we do not know your project content…
Worst a try! o_<
49.9MB will be small enough to get under the limit. I had a 19.9MB app when the limit was 20.
Thanks for the replies everyone.
Based on all my research and inqury (including Apple support who said I got the email because I was over 50Mb but gave me no details or elaboration to my real question), I think 50Mb would be accepted. However, my assumption is that my binary was actually something like 50.0000001 Mb and they just rounded that to 50Mb in the warning email.
So I assume I was slightly over 50Mb and ended up stripping down a few more texture sizes to squeak it a bit smaller. I resubmitted and have not received the “over cell limit” email again.
Thanks,
What was the Estimated App Store Size (available in Xcode / Window / Organizer / Archives) before and after?
I’m not quite sure what you mean by “before and after”. Here is what I know:
XCode told me the estimated app store size was going to be 52.4MB.
The warning email I got from Apple said my submitted binary was 38.9 MB and would be 50 MB when packaged in the App Store (I suspect 50Mb was actually rounded down from a value that was slightly higher based on the fact that I got that email).
Neither the XCode estimation tool, nor the Apple email, list decimals in their estimations. I assume they both round it for the sake of simplicity. My assumption is that 50MB is acceptable, but I was actually slightly over that.
When I resubmitted my App after stripping out some more texture space, XCode estimated it would be 50.7 MB in the App Store, but it must have been lower because Apple did not send me a warning email about it.
I meant before and after you made the changes to reduce the size, and you gave those figures.
How do you get UI textures that are compressed but don’t look like crap? The automatic compression looks TERRIBLE for UI textures, but without it, each 1kx1k of UI textures is 4 Mb! I had to cut MUSIC! to get my app below 50 Mb :(.
Gigi.
You don’t. None of my UI textures are compressed. I have one 2048x2048 texture atlas for all of my UI which was about 16 MB true color before being compressed into the package. I also had one 1024x1024 version of the same atlas for non high-resolution devices (ie: iphone 3GS, etc) which is scaled down and was about 5 MB before being packaged.
I tried compressing the UI textures, but like you said, they never look good. If you want pixel perfect or close to it for something like UI you can’t use compression.
Dunno if it makes sense… but from an app, I set texture setting called “Non Power of 2” to none… (Only for GUI resource…)
And my app really lost a few megs O_o…
After not sure it does a good job for loading +optimization though…
But it does works… 