I have a game that I am updating to 64 bit. One of the things I also want to do is reduce the size of the game for download.
I am targeting iOS 9.0.
I have a report that my app tool generates that lists how big each part of the app is. The total uncompressed size is 51.3mb.
I also at one point had something corrupt in my upload and got a message from apple saying that processing stopped. I followed the link on that error and it took me to some instructions for tech note 2432. This note talks about exporting for ad hoc deployment as a way to see what errors the processing is encountering.
I didn't get any errors, so just chalked it up to corruption and did a completely clean build of everything. What I did notice in that ad hoc build, however, was a file detailing the app size.
The next build I did was 102mb and processed ok.
So just to see what would happen with the ad hoc processing I did that with the same build I just uploaded to the app store that is 102mb.
When I build for ad hoc targeting an iPhone 7, the app slicing report says this:
> App Thinning Size Report for All Variants of Unity-iPhone
> Variant: Unity-iPhone-iPhone 7.ipa
> Supported devices: iPhone 7
> App + On Demand Resources size: 66.8 MB compressed, 123.9 MB uncompressed
> App size: 66.8 MB compressed, 123.9 MB uncompressed
> On Demand Resources size: Zero KB compressed, Zero KB uncompressed
So doesn't that mean the my compressed app size on the store should be 66.8 MB?
Why is it 102 MB?
I also did a build for all supported devices for ad hoc and the size of that ipa is 77mb.
Can anyone explain what is going on?