I have a standard Unity 4.0 license (not Pro) and my test app displays two small bitmaps. That’s it. Nothing else.
On Android it’s 8MB, on iOS it’s 50MB – YIKES! Will the “code stripping” feature of iOS Pro really make up that much of a gap?
Also, I’ve read on the forum about a build setting for Arm6 vs. Arm7 but I’m not seeing that in “Player Settings”. Is it located somewhere else?
Thanks…
It’s because your textures are not set to be PVRTC Compressed… Set your textures to Advanced and then enable 2 or 4 bit compression (4 bit has better visual quality) and make sure to select the A version of each if the texture has transparency. I wish Unity would point this out more clearly for iOS developers, but they don’t… it took me a long time to figure this out and have released a few games with much higher app sizes than needed. Android building in Unity automatically compresses the textures using their method, but iOS builds skip compression unless specifically told to (using the method I just described). This took my build size from 110 MB down to 35MB’s (App Store size)!!! It also allowed the game to run on iPod 4th gen where as before it would exit due to memory limitations. I wish I would have known this a couple of years ago.
I went though this problem bur it turns out there actually was no issue.
I am using Unity 4.3 to move my Android game over to IOS. I noticed in the Usage panel in Settings that my app was using a huge ammount of disk space! Instead of the 36MB on android, it was installing at over 200MB and then tacking on an additional 20+mb of data somehow.
This really bothered me and I began seeking posts like this. I attempted switching from automatic compression to PVRTC and other things to reduce the file sized. But these changes only seemed to make things worse, I concluded the default settings were good enough and just went for it with a massive file size.
However, and this is the big point, when I Archived my xcode project to make a distribution build I clicked on the Estimate Size in App Store. This then reported that my app would be around 65 MB. I guess the development build is just way bigger in xcode? Make sure to check your estimated sized when archiving/publishing.
I’ve had the same situation. The app size of mine in Android is about 70MB while in iOS is about 120MB. When I check the details of the building package size, I find textures take the most space. And then I noticed iOS and Android platform use different texture compressing method. After I reset all the texture compressing format in iOS, the package size goes down a little to about 90MB. Still, there’s huge differences I don’t know how to eliminate