I'm planing to create new watch app that will play some audio files on watchOS 3. I'm gonna have to include at least 10 audio files (m4a), about 50MB inside the extension target. Is there any limitation on including resources in watch app extension target?
I couldn't find any documentation about this. Any suggestion? appreciated.
Thanks,
There is a size limit of 50MB.
You will receive something similar to this:
ERROR ITMS-90389: "Size Limit Exceeded. The size of watch application (55MB) has exceeded the 50MB size limit."
if you try to upload your app to Itunes Connect
Related
I have a question about play asset delivery that is my game size is 60 MB but I want to reduce my apk size upto 30 MB. Is play asset delivery suitable for this or not?
and other question is .. we use PAD only for those games which are more than 150 MB ?
As per documentation of Google PAD(play asset delivery) recommended to have it for the app size more than 150 MB.
Use the editor logs in unity to understand the reason behind your app size, based on that you can use delivery modes which is suitable.
I would recommend you to go for Install-time delivery, which helps you to set up the app assets while installing.
Also if you need assets only on-demand choose on-demand delivery mode to achieve the lower app size.
if not try Addressables, please share the type of assets which you have in the game, so that get a better understanding to suggest more ways.
Thank you
Is there a limit to the amount of data that we can put to the NSDocumentsDirectory? My application allows photo and video capturing and I am saving this data to the NSDocumentsDirectory. Can I keep on adding images and videos to the app then? Also, are these images and videos accessible outside the app? Can we delete them using iTunes? Help please!
You should start with reading apples programming guide for file system access.
And remember: Whenever something in the apple docs reads like a hint or a recommendation, it actually says "do it that way or we won't let your app into our store".
A week before I have uploaded my iPhone app the zipped version size is 17.2MB, My app released today and it size turns out to be 20.2MB. Now its not possible to download that app through carrier network(since it crossed 20MB limit it needs WiFi). Why the size increased from 17.2 to 20.2MB?
The executable (ARM code) inside the app bundle is encrypted by Apple, which means that it no longer gets compressed in size when zipped up into an ipa file.
To estimate the actual ipa size, replace the executable with some /dev/rand of the same size before a test zip of the app bundle.
Pay attention to how large the app is before it is zipped. The zip file is not what goes to the app store, you need to look at your actual app file.
I just wrote a blog post on how exactly to check the maximum size of a binary here.
Short version:
Open the archive, find the executable, remove it, and add it's uncompressed size to the size of all the other files compressed to get the max size of the bundle after encryption and compression. Final size will be slightly smaller but no larger.
Anyone knows the max size of Safari's 'Offline Application Cache' on the iPad & iPhone. Looks like it's 5MB. Is there any way to enlarge this size?
Offline application cache docs: https://developer.apple.com/library/archive/documentation/iPhone/Conceptual/SafariJSDatabaseGuide/OfflineApplicationCache/OfflineApplicationCache.html
I have the same problem on iPhone. On iPad though I figured a turn around. If your manifest contains files less than 5MB the first time and you update the cache by window.applicationCache.update() and before doing the update you increase the manifest files to be below 10mb it will work. If you continue doing that (increasing the manifest by <5MB each time and then update()) you will see that the iPad can cache more than the 5MB limit.
It is so sad that Apple by not supporting Flash and MIDP but only HTML5 for web-apps screws so much on that.
If your application uses more than 5mb than iPhone/iPad will ask the user to allow the website to use more space.
Let's read my test at here: Mobile Safari 5mb HTML5 application cache limit?
I think your apps need user's agreement for storage more than 5MB. Another problem you get is the network problem. It's too slow for 50MB transferring...
Apache webserver setup
added:
AddType application/x-mpegURL .m3u8
AddType video/MP2T .ts
to "httpd.conf" file.
Movie file preparation
I have 3 movie files (9mb - 25mb each).
Used QuickTime to convert movies into iPhone format.
Used mediafilesegmenter to convert .m4v into 10-second segments of .ts files, with an accompanying .m3u8 file.
Placed these in a folder on webserver.
iPhone App implementation
Created UIWebView whose URL points to http://71.190.235.29/~yujean/stream.html
Simulator accesses the site and streams the movie-files just fine.
Question
Will I still get rejected by apple for bandwidth issues over the 3G and/or Edge network?
Do I need to somehow check which network the end-user is on first? And then provide a different movie accordingly? If so, how do I do that ...?
Thank you in advance,
Eugene
We were rejected when we first submitted our mp3 streamer to the app store for excessive bandwidth use. Then we hobbled the app to limit its downloads to 4.5 meg in 5 min, which was accepted by Apple.
You can review that thread for more info on the issue.
To answer your second bullet-point first, the SDK does that all for you. Determining what quality to stream is not the concern of the developer.
To answer your first bullet-point, I haven't submitted my Live Streaming app so I don't know for sure, but I believe you will be rejected if you don't have a 64k stream. To be sure, check out Requirements for Apps, which is as definitive a list of requirements that you could probably get.