Optimising App Size

Hi,
I have an app I’m trying to optimise, trying to get the size down.

The Editor console shows

Textures 4.8 mb 36.7%
Meshes 1.1 mb 8.3%
Animations 114.9 kb 0.9%
Sounds 4.2 mb 32.1%
Shaders 4.4 kb 0.0%
Other Assets 52.7 kb 0.4%
Levels 74.9 kb 0.6%
Scripts 363.8 kb 2.7%
Included DLLs 2.4 mb 18.2%
File headers 16.2 kb 0.1%
Complete size 13.1 mb 100.0%

but when it’s built the mac finder shows the app to be 29.4mb.

I’m using iPhone basic. Can anyone explain why it doubles in size?
I’m building for arm6, iPhone/iPad.

I’d really like to get this under 20mb - as small as possible actually, but I can’t find any info on what happens between Unity Builds and the apparent xcode app size inflation.

EDIT: ok, if I explore the 29.4 mb .app it shows the Unix .exe file as 12.8mb, with a 10.8mb shared assets file, and about 3.5mb for the managed .dlls

Still not sure what is going on, if the UNity build shows 13mb why do I end up with another 10 mb asset file in addition to a 13mb executable?
Many thanks,
sv

The 13mb executable is just the executable, no assets at all. Thats the base size of Unity + Mono without a single line of your code etc if you don’t have Unity iOS Pro to enable stripping.
Your assets, code etc are in the sharedassets.dll files you find in the data folder, they will never be in the executable bin file at all

Is the 29.4 the size of your .app file? The App Store size will be smaller than that. Here is a thread where I explain how to calculate an estimate: http://forum.unity3d.com/threads/69330-Game-size-issues

As an example, my game TiltStorm had a .app size of 25.5 MB, an estimate of 18.6, and an App Store size of 17.7.

Ah ty!