Should I make different Android apk files in order to target more devices but keeping the file size small?
I'm trying to reduce the size of the APK file and targeting as much Android devices as possible.
What texture compression to use for creating Android builds? Should I create 6 different Android apk files? - ETC (default) - ETC2 (GLES 3.0) - ASTC - ATC (Adreno) - DXT (Tegra) - PVRTC (PowerVR)
What about CPU architecture? x86, ARM or FAT (both x86 +ARM). Building for ARM reduces the apk size file, but It won't work on x86 architectures (some of the x86 CPU's emulates ARM so it will work).
So in order to have a smaller APK file size, should I make 2x6 = 12 builds? (2x because once with ARM and once with x86). Am I missing something? Does Google Play allow to upload 12 apks?
Other changes that I made are: - Minimum API level is 16 (Android 4.1) - All textures now are 'power of two' (they contain alpha) - API compatibility level changed to: .NET 2.0 Subset - Stripping level: micro mscorlib
As far I know ETC1 (default) doesn't support alpha channel so I need to change my textures (somehow, I don't know what to do) and this version is available on all Android versions (almost, 99%).
Currently my build settings are: - Minimum API level 18 (Android 4.3) - OpenGL ES 3.0 (Available starting from API lvl 18 Android 4.3, but not in all versions) - CPU: ARM
Whit the above configuration I'm loosing 4.7% users because of the required Android version and another 35.2% users because of lack of support OpenGL 3.0. On top of that I'm lacking support for x86 architecture but I don't know where to find statistics. So I think that with the current settings I'm targeting only 40 - 50% of users from Google Play Store.
Stats taken from: https://developer.android.com/about/dashboards/#OpenGL
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