Noob question about size of iOS app

I am waiting for my iPhone and iMac, next week I should have them already.
Meanwhile sorry if I open this thread but I would really like to know one data: what is the size of the app after it’s compacted?
I mean, when deploying for iPhone, Unity produces a file that is then upped to the store.
I would like to know, how big is an EMPTY project compiled?
Meaning how much does Unity takes in the iOS memory or store?
Is there a compacting before uploading?
All this, of course, to know how much more I can put into my game and still be under 20 MB… at the moment, with one map and some good textures, ALL the deployed for windows, RARRED at normal factor, is less than 8 MB.
Can anybody give me some hint about this? Thanks :roll_eyes:

an empty project is something between 10 and 14mb if you told it to compile for the active architecture (ARMV6 normally unless its an ipad only where you can do it armv7) on Unity 3

Thats also the base amount of memory unity will required post load.

the size on appstore btw will be application binary uncompressed + rest osx zip compressed + small overhead from apple DRM

Hi Dream, thanks for answer… so kind as usual :slight_smile:
This means practically that my assets must stay in around 5 MB ?
What about compression? It sounds so strange that the app is not compressed, at least when upped in the online store.

And damn I am already at 5 MB :expressionless: either I’ll cut off some resolution to the textures or…

What about larger apps? How is the path?

The rest of the project aside of the binary data for the application code will be compressed. Actually first by unitys own internal representation where it ends in the sharedassets and a second time afterwards through the zip compression.
Also when you use the texture compression they should be much smaller.

Sharedassets in the Unity deploy folder are 5.129 MB, rarred they become 2.294… are you sure the assets have some form of compression?
Of course textures are DDS so they are compressed anyway, right?

dds does not exist on the iphone at all, its pvrtc

and yes the compression remains present for the rest of the iphone build its just the application code binary that does not shrink due to the drm thats applied to it

I have iPhone basic license and I can’t see anywhere the PVRTC compression option :frowning:

Texture compression on iphone projects is ALWAYS pvrtc, there is no support for DDS at all on iphone :slight_smile:

So you mean that when I’ll make deploy for iPhone it will be automatic :smile:
Well and at this point, what are the numbers that PVRTC can crunch respect to DDS?