- Home /
What Techniques are used for multi-level games and keeping APK size to minimum?
I know about two techniques, one is switching for ARM target only, and the other is deleting unused imported assets, but I feel that since there are many games out there with multiple missions (scenes) and still they run faster than my game and have a size less than 70mb, I maybe missing something else, because I have a game with single scene and it's already 55MB in size (apk), any other ways to reduce size?
Thank you
Answer by Bunny83 · Jul 12, 2017 at 10:17 PM
Yes if you can generate levels procedurally as @Cornelis-de-Jager suggested it would result in the smallest footprint. However if you prefer to create level by level on your own you can use AssetBundles. You can export assets as well as scenes (which use those assets) as a single assetbundle. AssetBundles can be loaded from external sources on demand at runtime.
For more information see the manual on AssetBundles as well as the AssetBundle class
Thank you, I read through the class, it uses www, does that mean it store them on remote server and called on demand, therefore requiring internet connection?
Yes, sure. However you can of course download all bundles at the first start of your app and store them on the device. In the end if you want to ship X amount of data to your customers device he has to load X amount of data at some point. If you keep the AP$$anonymous$$ small you need to ship the other data later.
Another solution is to split your AP$$anonymous$$ using App extension files. This will split your project into an AP$$anonymous$$ and an OBB file. However app extension files are just ment to bypass the 100$$anonymous$$B limit on the playstore. If your app is below 100$$anonymous$$B it's better to ship it as one apk.
Answer by Cornelis-de-Jager · Jul 12, 2017 at 10:07 PM
There are many techniques you can use. But if you want multiple levels and keep it very small, then consider doing procedural generation of your levels.
Your answer
Follow this Question
Related Questions
Prefabs / meshes / instances / performance / size 0 Answers
Size & Performance of Roll-a-Ball 1 Answer
Determining the size of a prefab 0 Answers
Collision Killing CPU/FPS/Performance - Suggestions?! 0 Answers