Hi All!
I've got a game, and the Android build is 40MB, but for iOS the download size in the app store is 600MB, which is of course absolutely ridiculous.
I've been through and changed textures to POT size and compressed them all and checked the editor logs, and whilst they are annoyingly large, they're not ridiculous - here's the relevant section of the log:
Textures 101.0 mb 88.7%
Meshes 0.0 kb 0.0%
Animations 0.0 kb 0.0%
Sounds 7.7 mb 6.8%
Shaders 43.8 kb 0.0%
Other Assets 344.0 kb 0.3%
Levels 29.3 kb 0.0%
Scripts 849.6 kb 0.7%
Included DLLs 3.9 mb 3.5%
File headers 41.9 kb 0.0%
Complete size 113.9 mb 100.0%
Now - if I compile for iOS and use xCode to archive a build and then export for ad-hoc distribution, I end up with a file that's 36.2MB, which is perfect.
If I upload to app store, the resulting downloaded app is 609MB. If I view the xcarchive file that's created in Finder, I see the xcarchive is 760MB. If I show package contents and drill down into that, at products>applications I have 460MB application file. Looking inside that, I have a 297MB "unix executable", 82MB "sharedassets0.assets.resS" and 46MB "resources.assets.resS".
Is anyone able to tell me what sort of thing I need to look at that could be creating this vast discrepancy? I don't understand how my ad-hoc build could be a reasonable size but my final app be so utterly ridiculously huge!
Thanks very much for any help you can provide,
Dan
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