Hi,
I am porting one of my android games to iOS and I can’t find a reason why IOS build is so much bigger.
The game on Android is 16MB big and on my iPad mini is almost 80MB.
My settings are:
target device: iPhone + iPad
target platform: armv7
target resolution: native
Api Compatibility Level: .Net 2.0 subset
Can someone please help me with this?
Did you change the import settings for the textures?
What could have happened is that the default setting is set to a size of 1024x1024 and you changed the android default setting to something smaller. If you change your project now to iOS you have the default settings again.
Thanks order66,
that reduced the size down to 65MB. But that is still much larger then android build.
Any more suggestions? 
Check the build log. It will show how much of memory certain elements are taking. I would guess there are some textures that are uncompressed taking the space.
Is that the installed size on the device itself or the size of the xCode folder?
Thanks Agent_007,
I checked the log and I see this info (I’m not sure if I am looking at correct place):
Textures 12.6 mb 41.6%
Meshes 204.2 kb 0.7%
Animations 0.0 kb 0.0%
Sounds 2.5 mb 8.2%
Shaders 101.5 kb 0.3%
Other Assets 501.3 kb 1.6%
Levels 6.9 mb 22.8%
Scripts 185.1 kb 0.6%
Included DLLs 3.9 mb 13.0%
File headers 3.4 mb 11.2%
Complete size 30.3 mb 100.0%
But on the device it is 67MB big. Why is on the device so much bigger?
It seems fine build log wise.
Agent_007, is this normal, that the size is so much bigger on iOS device then in the log?
Thanks.
If you mean the size that is found from Settings → General → Usage, then yes. e.g. Temple Run 2 download size is 43.8 MB and usage page shows 91.2 MB.
Yes, that is exactly what I meant.
Thank you, that helped me a lot :).