I just noticed that the size of my game doubles when it is compiled as a Universal Binary (22.6 Meg → 45.2.) Is this typical? I would have thought that this was unnecessary, given that assets should not need duplication, only code.
Thanks,
Matt D
I just noticed that the size of my game doubles when it is compiled as a Universal Binary (22.6 Meg → 45.2.) Is this typical? I would have thought that this was unnecessary, given that assets should not need duplication, only code.
Thanks,
Matt D
We store all data files only once.
Did you select strip debug symbols?
You should always use that when making a final build it makes the Unity distributable 1/3 it’s size.
Stripping debug settings closes the gap dramatically, thanks. The numbers now are:
26.2 MB - Universal Binary (compresses to 10.4 MB)
17.5 MB- PPC standalone (compresses to 6.9 MB)
Still a larger difference than I would have expected, but the UB is more manageable now. The size shouldn’t scare too many downloaders away for instance, would be allowed in most of the recent iDG contests, etc.
If the size of the download is a concern couldnt you make a PPC and Intel build? Harder when updating I suppose…
Bill
I appreciate the suggestion, but it would be problematic I think. Issue 1 is, as you say, updates. Issue #2 is people downloading the wrong one. And that will happen; new Mac users and casual users may not understand about the PPC->Intel switch, and shouldn’t have to. #3 is I’d like people to share my freeware shareware files without giving each other the wrong version.
You can make your website automatically show them the right download based on what machine they are on.
But yes, even that is not 100% bullet proof. Someone might download it for a friend. You have to decide for yourself if that is a problem for your target audience or not.
Take a look at the html source here:
Most people will get the UB version - just use a bigger, bolder font.
Some, like me, wouldn’t mind having the option of getting a PPC-only build though. I don’t have a macintel yet and I’m stuck on dialup but I’ve got 3 PPC macs that’ll serve me for another year and a half, at least…before I replace one, and get a new card for another.
Make sure you “strongly recommend” downloading the UB version and you’ll smooth over the issue nicely. Fewer, “the PPC-only build doesn’t work on my new Mac Mini…” / “bloated!” emails.
Dodge two bullets with one stone. Make like a tree and shake like a leaf! :?
I still don’t understand where the size comes from in my standalone player. From the console:
Player size statistics
Textures 5.0 mb 91.2%
Meshes 409 kb 7.2%
Animations 0 kb 0.0%
Sounds 0 kb 0.0%
Shaders 4 kb 0.1%
Other Assets 9 kb 0.2%
Levels 8 kb 0.2%
File headers 63 kb 1.1%
Engine size 0 kb 0.0%
Complete size 5.5 mb 100.0%
In finder, the size is 24.9 mb. (UB, with strip debug symbols and texture compression on).
What’s with the “extra” 20mb…?
The extra 20 MB is the two copies of the actual game executable (it’s universal binary, so it actually contains both Intel and PPC executables inside). This is a fixed size that is the same for any game you build (and it compresses pretty well when you do some installer).
Aah…that’s excluded from the report. I see. ![]()
Actually, yes - I noticed that the whole thing compresses very well. I was mostly curious about the difference.
Thanks! ![]()