Stripping works on Personal Edition?

I use only a few MB of assets, so them are not the problem. Compiling for release and fast with no exceptions.

  • When using mono2x with mscorlib the output is about 250MB.
  • When using IL2CPP, Universal, the output is about 540MB.

Then build on XCode and Archive, the resulting is, using IL2CPP and Universal architectures, 242MB!! O_o

The game is very simple with only 1 screen and, as said, a few MB of assets.

I am using Personal Edition, so, my question is if stripping is working. And if not what is needed.

Also, I noticed the bigger file inside IPA is the DSYM, it is about +200MB!!. Can I delete it or exclude for the upload?.

Thanks.

@DarkSchneider

Stripping does work in Personal Edition. The larger size is like due to the binary having a 32-bit slice and a 64-bit slice. You can check out this thread for a good discussion of build size:

http://forum.unity3d.com/threads/il2cpp-build-size-improvements.322079/

I believe the DSYM file can be safely removed, although it is used to generate useful symbols for crash reporting, so you may want to keep it around.

OK, thank you very much. Yes, finally I solved removing the dSYM generation in XCode project settings. They use too much space, I think it would be better to have them disabled by default for release configuration.

@DarkSchneider

I believe that the dSYM file is used by some developers to get better crash reports in release builds, so we live it enabled by default. But at least you have the option to remove it to decrease the final size of the build.

dSYM files should not affect user download size for your application on App Store.

Could you explain more? dSYM uses +200MB in the binary, when upload by XCode there is an option to include them or not. You mean the user never download them and dSYM are only within the binary in the server, but not downloaded to clients?.

Yes, it should work exactly that way.

Excellent news, thank you!