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Question by mihnea2kx · Jun 11, 2015 at 09:28 AM · iosbuildil2cpp

IOS build size using IL2CPP

The size of my game went from 50MB(installed on device size) on 32bit to 112MB on IL2CPP Universal with striping bytecode enabled. The size of a new , blank game is 58MB with IL2CPP Universal using Unity 5.1 .

Is this normal ? Am I doing something wrong ?

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avatar image Bhargav5530 · Jun 11, 2015 at 10:44 AM 0
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It happens this is not your problem. I have also the same case my game size is 50 $$anonymous$$B but when I build with IL2CPP Universal option the size of game becomes 58 $$anonymous$$B.

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Answer by JoshPeterson · Jun 11, 2015 at 10:46 AM

This is actually expected, mainly due to the presence of two slice in the binary (the "Universal" option for the "Architecture" setting). The 32-bit slice for ARMv7 is actually smaller than it is with the Mono scripting backend (since IL2CPP uses thumb instructions), but the 64-bit slice can be a bit large. You can find more details about how to understand and interpret the binary size here:

http://forum.unity3d.com/threads/il2cpp-build-size-improvements.322079/

In recent releases we have decreased the binary size for IL2CPP builds, and we are continuing work to do this. But the size for a universal binary will always be larger than just have one architecture slice in the binary.

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