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ios executable size

March 12, 2015 - 8:09pm #1

I am doing a very very simple app - one scene with just a couple of target images.  I am using the video plugin.  When I compile for ios the executable itself (with both armv7 and arm 64 support as required) is 61 MB.  This is too big per ios guidelines for acceptance.  I have the unity compile set to .net 2.0 subset and micro mscorlib stripping level.  Is there anything else I can do?  Is there anything I can do with the plugins to reduce size of the final executable? I do not understand what could be making it too big - it's such a minimal app.  Is anyone else having issues?

ios executable size

March 13, 2015 - 2:12pm #6

On the Vuforia side, the most significant portion of memory is taken by the libVuforia.a library; this artifact includes the binaries for 32bit as well as 64bit, as per Apple's requirement to support both platform (as of February 1st).

On top of that you need to add what Unity itself adds; for example, even an empty Unity scene may result in an iOS app size of about 20 MB;

however, there are ways to reduce quite significantly the App size in Unity, e.g. by building in Release mode, enabling "stripping" and using other optimization settings, as documented here:

http://docs.unity3d.com/Manual/iphone-playerSizeOptimization.html

 

Hope this helps.

 

ios executable size

March 13, 2015 - 10:14am #5

The sample builds out at 57MB for the executable within the archive.  Total app store size estimate is 99MB.  So just the generic sample is bumping up against both the executable size limit (60MB) as well as the over the air downloading limit (100 MB).  Adding the video plugin will up the executable size.  I feel like I must be doing something very wrong here or how could anyone publish to the apple store?

ios executable size

March 13, 2015 - 8:48am #4

What size do you see if you build the Image Targets sample app ?

 

ios executable size

March 13, 2015 - 8:34am #3

My concern is with the actual executable itself, not the whole app.  The whole app is 122 MB, which isn't great.  But from what I understand the actual executable has to be less than 60 MB and as best I can tell mine is 61 MB.  Which means it will probably be binary rejected.  I am frantically trying to figure out how I can fix it.  Textures and videos will blow up the whole app, but shouldn't be part of the executable.

ios executable size

March 13, 2015 - 12:35am #2

The size of the App will primarily depend on the size and number of assets you have in your project; typical assets that can have large size are:

- 3D models with large polygon count 

- Textures with high resolution 

- Video Files: these are usually very large, even for just a few seconds of video, depending on resolution, they could take several megabytes

 

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