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Remove x86 bins from Android build
Opening the apk of one of my 2D games with Winrar I noticed that the lib folder contains two subfolders: armeabi-v7a and x86. They both contain three .so files.
One of the biggest problems I found on the google play store is that 2D games, that are expected to be small and light, if made with Unity have a footprint of about 18MB (!) only made by the Unity engine, that is in my opinion responsible for a very big loss of downloads. As a matter of fact, all or almost all those 18MB are those two lib directories, and just removing one of them, specifically x86, would decrease that footprint by about 50%.
Would it be possible to do it some how?
Answer by meat5000 · Apr 03, 2016 at 08:08 PM
Are you suggesting that having a build size of 18MB is responsible for low downloads? On modern broadband that will download in about 4.5 seconds.
It seems some devices have Intel chips. Thats what the x86 folder is for I guess.
Anyway, look in Build Setting -> Player Settings -> Other Settings -> Device Filter. Change it from FAT to Armv7.
I defiiinitey know by experience that a 24$$anonymous$$B casual game that has no "big" brand like $$anonymous$$ing or $$anonymous$$etchapp or Supercell is very penalized in download number when competing against possibly similar games that weight 3$$anonymous$$B-4$$anonymous$$B. Not only for broadband missing in many countries, but also for Android managing so bad memory and storage space. I live in Italy and have got a 2015 smartphone, base model but still last generation, and I often have problems installing (and sometimes downloading) apps for their size. I guess there are people with much worse connection and smartphones than $$anonymous$$e.
Anyway thank you very much, it works, the apk passed from 24$$anonymous$$B down to 15$$anonymous$$B. Now I'll check if there's a way to publish two versions, for different hardware so that any device downloads the correct version.
Good job, you found it. Yes, Play will handle giving the correct AP$$anonymous$$ to users depending on their devices. This needs to be set up in the Dev Console.
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