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Despite following Unity best practices, my iOS game bloat from 20MB to 60MB. Why?
Our game, Drive Across, recently launched on the Apple AppStore : https://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=1004305885&mt=8
It is a single level game with an intro.
We followed all best practices to minimize file sizes (http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html) and (http://docs.unity3d.com/Manual/ReducingFilesize.html).
When built using Mono scripting, the IPA was 20MB. Owing to new Apple submission rules, a Universal binary was required and we used IL2CPP scripting to generate a 35MB Universal binary.
Despite all best efforts, it is quite surprising & disappointing to find the app size on the store become almost double, to 60MB.
I am inclined to believe IL2CPP builds generate binaries that do not get optimized as easily by Apple after they DRM-protect files, and it would be very helpful to the developer community if Unity can add further information on file size optimization.
Answer by NoseKills · Jul 09, 2015 at 10:24 AM
Have you tried not recompressing pngs in xcode? That tip is surprisingly little talked about and helped us reduce the IPA size 13 megs from 70+Mb and appstore size almost double that.
Supposedly that setting could decrease performance or something but we didn't see any difference whatsoever.
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