Unity iOS app size is 1.2 GB (actual size) (Android 100 MB)

I have an application that is created with unity 2d. Exporting it to Android, it weighs 100 MB. Exporting it to iOS weighs 1.2 GB (ipa is 104 MB), but inside iTunes it weighs 1.2 GB, which is too much.

We tried to reduce the size of the texture, but then the images were very strongly reflected on the device.

Any ideas on how to fix this?

Here is what is not compressed .ipa shows that it receives all MB:

sharedassets4.assets (only this file receives 342 MB)

+5
source share
3 answers

iTunes shows the installation size , so if you unzip your ipa file, you will get 1.2 GB. Android installation size can also be large. Have you checked this?

This usually happens when you compress your texture in True Color or 16 bits, and zip compression works very well, that is, on textures with a lot of pixels with the same colors.

Possible solutions

1) if your textures do not require transparency, you can switch to compressed textures (PVRTC on iOS and ETC on Android). But if transparency is required, you should not switch to compressed because transparent PVRTC can look very ugly and ETC does not support alpha.

2) I do not know if this is possible in your project, but you can try to reduce the amount of texture by using a shade or slicing them.

UPDATE 1

Currently, I have a similar situation and, as it turned out.

-------------------------------------------- | Platform Android iOS | |--------------------------------------------| | APK/IPA 380MB 400 MB | | unzipped APK/IPA 1.19 GB 1.13 GB | | install size on device 380MB 1.15 GB | -------------------------------------------- 

The difference is that iOS completely decompresses the IPA file during installation and
Android, contrary to what it reads at runtime, directly from the APK , so you can argue that this is not really installed, but it is definitely another type of installation.

+2
source

Check texture import options. You may have different options for importing Android and importing iOS.

iOS import is usually PVRTC, which prefers textures that have a power of 2 in size and square (256x256, 512x512, etc.).

It sounds like I have iOS for an uncompressed format.

0
source

Have you squeezed your grids? Also split the bit code. Another useful thing is smoothing textures and removing layers. Also change the number of indexed colors to a smaller number. For 1024x1024, it can get up to 170KB if you configure it correctly.

Also remove the normal cards and change the shaders. It will not look grainy, but it will reduce size. You might also want to offload textures to the Assets server and get the textures at runtime, rather than preloading them into your bundled assets.

0
source

Source: https://habr.com/ru/post/1235560/


All Articles