Android apk size is too large for the game.
I've been working on a prototype of an Android 2D endless runner for about a month, and currently I have just a few pixel art assets and scripts of movement and collision.
My question is about the Editor Log build size and the actual build size and how to reduce it. I'm worried because their difference is way too big! I've seen lots of questions and answers about this - I changed 'Device Filter' to ARMv7, disabled static batching, reduced texture sizes, compressed and overrided textures for Android, but it is still saying that a build size of 7.3 MB became a 75 ~ 80 MB apk size... If I continue the development like this, my game will use a huge amount of memory and discourage players to download it, so is there anything that I can do?
I don't know if it helps, but does the size of the camera affect it? My Main Camera currently has a size of 540 because I've seen countless tutorials and forums about Pixel Perfect sprite resolution in Unity and most of them recommended using the (target device height) / 2 as the Orthographic Camera size.
Thanks for the help!
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