I got Unity 3 working, imported my project, and got it working. But when I did a build, it ballooned from 34.5 MB in iPhone 1.7 to 56 MB in Unity 3!
Part of that is that I don’t seem to be able to compress textures like I used to in iPhone 1.7. Textures that were 75 kb in 1.7 are now 300-400 kb in 3.0
Many of these are 480x320 guitextures. Any tips to trim the extra fat?
I’ve tried that, but the results look horrid compared to 1.7
The original art files total 13.9 mb, so even with the new settings, they’re still smaller, so it doesn’t account for the extra 20 MB in the final build from 3.05 compared to the build from 1.7.
I really do need to print off the new documentation and read through it all. I’m sure that will help.
The application itself is indeed larger in size without stripping.
with the new mono, using the 2.x target means that it grows significantly cause mono 2.6 finally has the full thing.
collections especially generic ones are now not just “list<> and dictionary<>” but all just as an example …
those features don’t come for free and as part of .net assemblies they are either present completely or nothing. so if you use System.Collection.Generics its all of them not just the 2 or whatever you might be using
with these changes, the stripping (automatic but also setting wise) does not seem to up to all of it already … but its after all a prerelease preview, not a release candidate as UT reiterated in the preview 5 mail
if size and production usability is important, Unity iPhone 1.7 is what you should use, not U3 beta, unless its detail problems you can life with
and don’t forget to report anomalies that seem totally out of order in relation to the matter
Hello,
I just want to note that “Target platform” setting in iPhone player settings could be responsible for your distribution size increase.
When “Universal armv6+armv7 (OpenGL ES1.1+2.0)” is selected then double sized application binary gets produced (it contains both armv6 and armv7 implementations). This increases distribution size, but does not affect used RAM amount.
This setting allows you to use OGLES 2.0 features and includes optimized code paths both for armv6 (1-2nd gen. devices) and armv7 (>=3rd gen. devices), but at expense of increased distribution size. If you care about distribution size, then armv6 (OGLES 1.1) is best option for you.
THanks! I’ll have to try that, and also see if there’s an armv7 alone. I’m aiming at gen 3+ devices. I’m currently converting the html documentation to pdf for portable reading on my ipod so I can get familiar with all the goodies of 3.05
Just for kicks, I tried it with armv6 only, and but with base SDK 4, and 3.2 as base target for deployment in Unity, and in Xcode on my 3rd gen ipod touch (latest).
It works perfectly on my ipod (iOS 4), and the build size is 38.4 MB now.
If I get it working right, I’ll contact the folks at unity and see if they want to add it to the 3.05 beta download site. I don’t think they’d appreciate me handing it out willy nilly.
I started it yesterday, using Acrobat to convert the printable html documentation to pdf, but I had to stop it to get paying work done. It was over 1,098 pages at that point, but the documentation is optimized for viewing on screen, rather than printed manual.