Hi!
Using formula to come up with sizes: (uncompressed executable size) + (app bundle compressed but without executable) + 0,1 MB i get “18,4 + 15,1 + 0.1MB”.
With such executable size i can’t do my app smaller 20MB.
Stripping level is “Use micro mscorlib”.
Api compatability level: Net 2.0 subset
Use GameCenter and In-App Purchase
How i can reduce executable size? Is scripts determines executable size?
Scripts are a tiny part, mostly it’s your assets. Also, being smaller than 20MB is mostly pointless so worry more about making a good game and less about the size.
@Alexey Elyakov: no, the executable binary is the Unity engine.
While you still have a point in what you say Eric, I wouldn't entirely say that 20MB isn't of importance. Keeping file sizes as small as possible on mobile devices do make a difference in sales where a user can still be "mobile" and download your app. I think there are a couple out there who never connects to wifi and they could also be restricted by their telephone company deals with costs of bandwidth usage. I'd say make a great game, but keep it small and clever. :-)
As far as sales go, it's far more important to be featured by Apple than it is to be below the 20MB limit. If you're cutting corners to get below the limit, your game will be less impressive and therefore less likely to be featured. If you can get below 20MB without sacrificing anything, then sure, you might as well, but be aware that most of the time it will make little or no difference in sales. I'm speaking from actual experience here, not theory.
I do trust your argument, it also goes hand in hand with the statistics shown - featured apps will always be blockbusters, nevertheless a product with a strong market strategy. I think we speak of the same thing with different products in mind. It depends highly on what kind of product you're releasing, a casual 2d-game can definitely be stripped down to below 20MB, using mod-music and texture atlases. A 3d-game with high resolution textures and high quality audio would have to sacrifice to much to be able to fit within the limit. +1 for sharing insight.
@Alexey Elyakov: no, the executable binary is the Unity engine.
– Eric5h5... which doesn't really strip away the libraries that you don't use, so is generally somewhat larger than it could be.
– syclamothWhile you still have a point in what you say Eric, I wouldn't entirely say that 20MB isn't of importance. Keeping file sizes as small as possible on mobile devices do make a difference in sales where a user can still be "mobile" and download your app. I think there are a couple out there who never connects to wifi and they could also be restricted by their telephone company deals with costs of bandwidth usage. I'd say make a great game, but keep it small and clever. :-)
– saveAs far as sales go, it's far more important to be featured by Apple than it is to be below the 20MB limit. If you're cutting corners to get below the limit, your game will be less impressive and therefore less likely to be featured. If you can get below 20MB without sacrificing anything, then sure, you might as well, but be aware that most of the time it will make little or no difference in sales. I'm speaking from actual experience here, not theory.
– Eric5h5I do trust your argument, it also goes hand in hand with the statistics shown - featured apps will always be blockbusters, nevertheless a product with a strong market strategy. I think we speak of the same thing with different products in mind. It depends highly on what kind of product you're releasing, a casual 2d-game can definitely be stripped down to below 20MB, using mod-music and texture atlases. A 3d-game with high resolution textures and high quality audio would have to sacrifice to much to be able to fit within the limit. +1 for sharing insight.
– save