I have the latest SDK/Xcode and I'm testing on a iPhone3GS with the 5.1 software version update. I use all of the Unity Pro versions. I transferred my Custom Unity Android package with all of my Project files from my PC(which published and looks and runs great) and imported it on my new iMac with the latest 3.5of5 version of Unity Pro. Not only did the file size increase dramatically but the game does not run smoothly and the textures are degraded when I test the game on my iPhone. Its a tunnel game with continuous forward movement.
It is my understanding from the Unity Docs that an empty project file is about 13 megs or about 6 or 7 megs on IOS if stripping is used. I used micro mscorlib stripping and my total file size is 56 megs on IOS. On Android the apk file is 19.6 megs.
I've gone through and checked all my textures that were converted to PVRTC files during import and I've checked override for iPhone using compression.
My player setting are: iPhone only, armv6(OpenGL ES1.1), Native resolution,60Hz, .Net 2.0 subset, IOS latest SDK, Target IOS version 3.1.3, Use micro mscorlib stripping, Fast but no Exceptions for Script call optimization.
Shouldn't the file size be about 33 megs. Why is the file size so much larger and is this something I can fix? I'd like to keep it under 20 megs. Any suggestions. Thanx
Answer by Eric5h5
Mar 30, 2012 at 12:36 AM
No doubt you're building for ARM6 + ARM7, which doubles the executable size.
i am building just for arm6
Do have any other suggestions? thanx
We had the same problem : .apk was 30Mb and .ipa was 43Mb for same game / assets etc...
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