I have a simple 2D game. When built with XCode and enable BitCode, the app size is > 120mb, after disable it, the app size is ~ 60mb. But when I use Unity cloud build, the app size is only ~ 16mb. How can I achieve that small app size with xcode?
What do you count as app size? on iOS it can be a bit misleading, as this may not be the actual download size your users will see when downloading it from the App store.
Hello,
Which version of XCode are you using, and which version of Unity?
- Sophia
I’m using Xcode version 8.2.1 and Unity version 5.4.1f
I dont know. I count on the app size in TestFlight app
Maybe the app size shown in TestFlight app is the size when the app installed, not the download size. I’m so confused.
When you upload your .ipa to iTunes, you have the option to see the “App store file sizes”.

I believe this is the most accurate estimate of the download size that your users will experience:
Thanks for your information.
Here is my cloud build size:

And here is XCode build size:

It’s not a really big problem (at least with my small game, I don’t know what will happen with a big game). However I want to know what is the difference.
There is a difference between the ipa you build and the one that is provided to users on the AppStore. Apple re-process your ipa once submitted.
You can also check this thread that deals with the ipa size increase with or without bitcode
I’ve got a simple Unity game that’s 16mb as Web GL, 21mb as apk, 512mb as xcarchive and eventually is listed as 61Mb in the App store. Is there a magic button to press to get tiny iOS apps?
Same here, 16 mb android, 60 mb ios.
you mean what is see in Xcode product folder it’s not actual size that use need to download from App Store ?
correct
