Hi everyone,
For the past days i've been looking into stripping my Unity Game for iOS, I've optimised the re-use of art and assets as much as possible.
So the **Unity build** at the moment is 105MB (checked by editor log in unity).
The **iOS build** is 183 MB at the moment (xcode -> archive -> show package contents -> product -> applications -> app name.app and right click to get info). Apple Removed the "estimate app store size button, so hence i'm checking it like this).
Check both attachments for unity build log and player settings.
I found 2 important ways to reduce ios player size on unity forums:
- Compress texture size as much as possible
Well i did do this, I use crunched compression and reduce them as much till the point i start noticing, and changed the max size. I read some things about NPOT vs POT textures, but a lot of my textures are dimensions of 300 by 512 as example, is it worth it making those images POT, or is unity doing that automatically when i'm building? Using Unity 5.3.4.
- Backend scripting / architecture
I find a lot of information about this, but nothing of any recent date. What is at the moment the best to select and why? I see that IL2CPP is now (in Unity 5.3.4) adding a lot of extra MB's (bitcode, http://forum.unity3d.com/threads/unity-5-3-x-build-size-increase-faq.383533/) to the build which will get stripped off by Apple, has to do something with App Thinning support? Anyways, using Mono at the moment since in Mono this won't get added giving me more insight about an approx app store size, so the 183 MB is based on Mono. Could someone explain to me what I should do to get the build down in size? The Android build is 60 MB and it feels a bit strange to have a 183 MB build for iOS.
Kind regards,
Kevin
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