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Question by Stefano9528 · May 30, 2016 at 08:36 PM · unity 5iossize

Reducing IOS size

Hi everyone! I made a simple 3d game. On Android the apk size is 50 Mb. The same build on IOS is 180 Mb (Downloaded with testflight on an Iphone 6). I made some researchs on google and the testflight build is bigger than the app store one. But how much bigger? My game is made using sprites and they can't be compressed using the famous PVRCT compression that everyone says to do for textures on IOS. Do you know some tricks for an IOS buil reduction? And naturally I have checked the stripping engine in the player settings(I'm using IL2CPP). THank you

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Answer by Muhammad Salman · Jun 01, 2016 at 01:29 AM

There are few tips which work for me

-Don't Compress the textures lower than their original size like if there resolution is 1024x1024 keep them to it's original compression

-Use RBG PVRTC 4 bits for good detail and RGB PVRTC 2 bits for low detail like props and etc

In Xcode there are few flags you need to set

-Build Settings-> Enable Objective-C Exception-Yes

-Build Settings-> Enable BitCode-No

-Build Settings-> Compress PNG files -No

Try these hopefully it will reduce the size.

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Answer by Cuicui_Studios · May 31, 2016 at 11:09 PM

Hi!

We always have the same problem with the iOS builds. Do not expect a smaller IPA for the store.

Some tricks we use are, uncheck the Mip Map generation for every sprite. Then you can check your audio settings. Other thing you can try is to reduce de total amount of scenes you use. For example, we have a lot of mini games per app. So I use just one scene for all mini games that Instantiate a prefab.

And the last thing you can use, if you want a smaller download IPA, use AssetBundles or On Demand Resources.

iOS is a pain for size optimization.

Good Luck!! @Stefano9528

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