Unity iOS build: app store size 4x ipa size - iphone

We are facing an issue with our new game download size on the store, we are using :
- Unity 5.0.2
- Xcode 7.0.1 (bitcode disabled)
After building the game with Unity and archiving it in xCode, if we export the archive to ipa ( Save for iOS App Store Deployment , without app symbols), the ipa size is 39.4MB, but when we submit the game to App Store (through xCode organizer directly, or using the Application Loader with the ipa), Testflight shows the game size to be 172.9 MB !!!! which is a huge problem, many players will not download the game because of that.
Any help will be much appreciated.
-Khaled

Testflight usually shows the size including symbols. Therefore it's important to mention that Testflight size != Appstore size. You can of course submit the symbols with your final Appstore submission as well, but this is not encountered for the download size limit. Apple adds some additional files to your submitted ipa but most importantly, it takes the binary and applies security measurements on the text segment which won't be compressed anymore afterwards and could increase the final size.
Anyway, you need to upgrade to a newer Unity Version, as 5.0.2 includes a quite outdated IL2CPP version which improved a lot in the last year. There is a guide on how to receive proper values and also some tips in the Unity forums about it.
http://forum.unity3d.com/threads/il2cpp-build-size-improvements.322079/

I solved this problem! Just move back to xcode 6.4 version! :)

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reduce Facebook SDK size for iPhone app

I integrated facebook SDK in my app, the problem is the size of the SDK (around 12mb), is there any way to decrease this size? i'm using facebook feed dialog only...
I tried to remove "Facebook SDK" document file (11+ MB) from the actual Facebook SDK folder, surprisingly i can still use facebook in my app, share items thru feed dialog HOWEVER, i'm getting around 70 warning :S
warning: (armv7) /Users/Desktop/iPhone App/FacebookSDK.framework/FacebookSDK(FBRequest.o) unable to open object filewarning: (armv7)
is there anyway to get rid of these warning OR i have no other option than going with the same facebook SDK size e.g. 12mb
I just tried running app on the simulator, it does not give me any warning however, on my both devices iPhone 4 & 5, it gives me around 70 warnings...
Do one thing , integrate it with your app and then see the size of the app .... and you dont need to add the whole folder to it .... only the Facebook sdk , the rest are the samples from facebook out of which you can use any according to your requirement.
Hope this is what you require ...
Along with just adding only the framework files...When your app is actually archived and a .ipa (iOS application) file is produced you will see a TREMENDOUS drop in file size.
For instance.
I have added
ZXing(barcode scanner)....which is 212mb alone
Parse SDK
Facebook SDK
iCarousel
10 view controllers
Objective-Zip
Even with all this in my application my .ipa is sitting at a little over 4mb. Which is pretty small by todays standards for an iOS app. Installed it was a 6.7mb
The easiest way to tell how bit it is would be to run on a device.
On your iOS device(maybe even the simulator) go to Settings > General > Usage and find it in the list. My bet is you'll be quite shocked as to how small the actual application is when its compiled.
So the main issue left is that your settings and the way you have it setup is the main issue...not the size. I would look into that instead.

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I have an iphone application with custom bundle in resources with hi-resoultion photos (sized about 150mb). I need to reduce application size, so i do an update and remove this bundle from resources, but when i apply new update on installed application, its size remains the same.
Is it possible to "update" application resouces after update from appstore?
Solved my question.
The problem was that installing application directly from xcode to the phone didn't act the same way like installing a new app version from appstore. The version on the iphone kept old resources in bundle after installing via xcode. But I emulated situatuion like "appstore new version install" using TestFlight. I made 2 different version with diferrent bundles and installed one after another. The size of app changed! The problem was solved.
Maybe it was some bugs - stangely cleaning, removid derived data, didn't help at all.

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I had been using Xcode 4.2 up till last week and I was using the size of my .ipa file to estimate the size of my app in the app store (I've kept it just under 20MB) and its been pretty consistent. I upgraded to Xcode 4.3 2 days ago and it has a new feature to indicate to you the 'Estimated App Store Size' after you 'Archive' your app, the estimated size its giving me is fully 2x the size of my .ipa file I've been using to guess my app store size and its WAY over 20MB according to Xcode 4.3!
So, which one is right? :O
EDIT: Just released the app today and it looks like the ipa was the closest guess in my case the app shows in the store as 17.6MB and the .ipa is (now) 16.7MB, 3.3MB binary.
You can more or less ignore XCode's "estimate" (or roughly cut it in half) for most iOS apps. The IPA is the size of the app. This doubling in estimated size seems to be linked to the architecture build overhaul in 4.3.2. Since you are likely building your app for "armv6 armv7", it's doubling it for some reason. I recently uploaded my previously 15MB app with minor changes. XCode shows 30MB estimated size for the archive. Sure enough, the new app is actually 15.2MB on the app store.
If you want a better estimate, simply right-click the archive in the Organizer and select Show in Finder. There, you can again right-click and drill down into the archive to see the actual package and contents. The app is the only thing of substantive size and is a very good estimation of the App Store size.
The App store encrypts most of your binary executable, which renders it no-longer compressible inside the new ipa file that the App store creates for each customer. You have to look at the uncompressed size of your binary executable and add most of that size to your zip-ed .ipa size to get the new App store .ipa size.

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I'm just encountering a new problem with my first iPhone App.
On my local device with Xcode everything runs well.
But now I uploaded my App to iTunes Connect and now it's live and one can download it.
But when I use a promotional Code and download my own app, some graphics are missing and there's just a white graphic with no image...
But I think if apple had seen this they wouldn't allow the app to be downloaded?!
What can I do?
Make sure your graphics files were actually copied into your project, and not just referenced, since then they would only exist in their original place on your computer.
Are you testing both the App Store version and the development built version on the same device? Completely delete the app and redownload it from the App Store. It acts funky when you try to replace the development version with the App Store version.
Maybe when you add the graphics to your app,you forgot to mark the add the files to main folder!I had the same problem!
Sorry for my english!

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I have an app that I'm trying to install via standard OTA ad hoc. On iOS 4.1 The app installs ok. On newer versions (4.3.1 and 4.3.3 tested) the app installs without error, but the icon disappears from Springboard when the install is done. If I restart the device the icon is back.
I have two questions:
Does anyone know what causes this behaviour?
Is this a problem when it comes to App
Store submission?
Edit: It's the whole icon that disappears, not just the graphics. It is not possible to start the app from Springboard.
I think this question is similar to this one:
In-House App Disappears After Install
Give it a try, maybe it helps...
Just spent hours sorting out the same problem.
We deliver our AdHoc build over-the-air.
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You might want to check that both high and standard resolution icon files are entered correctly into the info.plist file.
On older versions of iOS, entering just the standard resolution file name for the "Icon File" Key was sufficient, iOS would select the high resolution file by just adding #2x to the filename.
On newer versions there is the "Icon Files" (note the plural form) Array, where you may enter several files in different resolutions. I experienced similar errors using the "old" style, which were resolved using the new one.
I had this issue and the problem was that our distribution/provisioning certificates had all expired in between when the ipa was created and when it was installed on the device. Renewing all the certificates, rebuilding and redeploying fixed the problem.