Recently I'm trying to decrease my App's size of downloading.
The main bottleneck is that there is a .sqlite file built in my app's bundle, it costs about 21 mb.
While I successfully decreased the .sqlite file size from 21mb -> 17mb.
The install size report from iTunes connect did also decreased from 99.3mb -> 95.9 mb, but the download size increased about 200kb, as image shown below
And this is file size report after decreased .sqlite size
I have totally no idea of how this would happen, decreased Install size, but increased download size. I can swear that the only thing I've changed is the .sqlite file
Does anyone have a clue?
Thank you!
Environment:
Xcode 10.2.1
iOS 12 Base SDK
Pure Objective-C
Bitcode enabled
Optimization level: Fastest, Smallest
Related
how can I reduce the size DMG app with electron?
I am using (compression: "maximum") is working but still my app size is 350MB I want to reduce more size, how can I make more lite.
I've been making an iOS game (Head of State) since the beginning of the year. I launched it with ARMv64 architecture and the download size was just over 30MB. I want to publish an update with Universal architecture and some more content but now I'm struggling to get the download size under Apple's 100MB limit for downloading over cellular networks.
I know universal architecture will nearly double the size of the build, and adding more images also increased it. Before optimising the unity build size was 70MB and the Apple download size was 108MB. So, only 8MB to cut down I thought. But, after I tried reducing the file size by compressing textures and audio (following this guide for reducing file size), the unity size was down to 53MB, but the Apple download size was only down to 102MB...
I can't compress the audio or images more without it becoming very noticeable in game, and I don't understand how I can have cut the Unity build size by 17MB, but the Apple download size by only 6MB. I would love for someone to explain this to me and give me some tips for how to reduce the Apple download size that extra bit to get under 100MB.
Here are my Unity build settings
I'm using Unity 5.4.1f1 and Xcode 8.0
The default image compression for iOS looks bad but with a custom atlas packing policy you can override the compression quality and make it more bearable.
Have you checked from unity build log what'a taking most of the space?
Also, where are you checking the download size and have you tested that the build actually does not download over cellular? AFAIK the displayed size in app store is some uncompressed version and doesn't need to fit exactly 100MB
As I mention in the comments above, I ended up switching to .NET 2.0 subset from .NET 2.0 and this brought the package size down well under 100MB
I am working on an App, that includes iphone(4,5 potarit only) and Ipad(Landscape as well Potarit). App includes 120 MB of IMAGES and the folder size of my project is 123 MB.
But I made its ipa, that goes to 185 MB . I am worried about the size of the build. How it happened to become 185 MB.
On what factors it is depending upon?
How Can I reduce the size of my build?
Will there be any problem uploading this app to the app store?
There are total of 15*3=45 NIB files in my project.
part (3) - "Will there be any problem uploading this app to the app store?" :
The maximum size of .ipa in AppStore depends on your internet connection.
For app to be downloaded over 3G, the maximum size should be 100MB. Over Wi-fi connection or iTunes the maximum size is 2GB.
part (2)
To reduce the iPA size you can reduce the size of the images. Generally in an application you do not require high resolution images (not more than what the device supports).
If there are images you can make the application download from some external server, that would be better. That way you can download the images the first time app is launched and save in the sandbox of the app and they can be used later in the app by fetching from the sandbox. This can reduce your iPA size considerably.
part(1)
Generally the binary size is less than the actual folder size. I could not see from where your iPA size is increasing.
As far as I know
1 . ipa file size mostly depends on the Images size.
2 . So try to ask your designers to reduce the image for saving the memory or try to use the .jpg files for images except for splash screens,icons. No need to worry about the xib files .
3 . There is no need to worry about the size while releasing the app . Only issue is takes some time to download from the iTunes.
The size of application mostly not depend on the code but on the resources you have added into your application like images, video and sound files.
Most time number of images to support the different display need to add more images cause large size of IPA but for that I think the best way is use stretchable images that decrease IPA size around upto 40 to 60 percent and very neat and clean. do not include over side video and mp3 just compress them at optimum level so user experience will be great. Size could be around 40 mb is best for general ios application
Another approach is to download necessary assets during the first launch.
Pro: user will only get images that compatible with his device
Con: there must be a stable internet connection to download the images. Wi-Fi is preferred, because 3G is not always free of charge for user.
After adding a big picture (1.1 MB) to iPad app bundle, ipa file size changes from 2MB to 4.1MB. Can someone please explain why it happens and is it normal behaviour? I thought Xcode optimizes png files or am I wrong?
My IOS App size is 2 MB. I am trying to add one .m4a file whose size is 2.8 MB. But when i archive the App in xcode the estimated app store size for the app increases from 2 MB to 7.7 MB, that is increase of 5.7 MB. But my audio file is just 2.8 MB, so i expect estimated App Store size to increase by around 2.8 MB, not 5.7 MB. Is it normal behaviour, can we ignore this or fix this?