App submission folder/archive size exceeding 200mb for simple game - ios

Im not sure if this is the right stackExchange community to ask this question but I cant find any other more suitable. So if youre willing to help here it is:
Ive created a very simple game, much like the game PianoTiles. My folder size is upwards of 200mb because I included 3 Ad Networks (adMob and mediations), and their SDK's are around 50mb each. More importantly, I DO need to include these SDK's in my first build right?) Will this be the final size of my app after submission? 200mb is too much for a simple game like mine. Should I just use one adNetwork?

This is the right place to ask your question. First, the number that is most important isn't the size of your project's folder, but the the estimated size that iTunes Connect predicts your app will take to install on devices. You discover that by archiving and uploading to iTunes Connect, and then select your app, find the estimated file size by clicking on App Store File Size under Activity -> All Builds -> Select Build -> press App Store File Size.
As to the number of ad networks, that is up to you, but increasing the number will permanently increase your binary size.
See Screenshot:

Related

How to reduce my ipa build size?

I have exported IPA build from Xcode 9.1 and my file size is 168 MB.
I have enabled and disabled bit code feature from build options in Xcode 9.1, But there is no change in IPA build file size it remains same as 168 MB. I am weird about this.
I will appreciate if anyone can help with this.
I really don't understand the concept of App Thinning.
I guess code size is your smallest problem, therefor you don't see much of a change. If you want to have a smaller .ipa, you need to reduce your media files.
"App thinning" is something that happens on Apple site: Simply speaking, if a user downloads your app on a say iPhone, apple kicks out all stuff that does not match to your device, e.g. images for different resolutions than your phone. Therefore, your .ipa still contains all the data, but just the download for the end user is smaller.

Minimize iOS App Size [duplicate]

This question already has answers here:
App size double on archiving iphone
(3 answers)
Closed 5 years ago.
After archiving the build, the build size is almost doubled that of the build generated by dragging and dropping .app to iTunes. Why the build size is increased while archiving. Appreciate the suggestions.TY
The archive includes your debugging symbols .dsym file. Also see this duplicate post and answer.
In addition: assets are the issue in our case. You can in most cases remove meta data from your assets, it's a few kb per assets but with big quantities it adds up. Make sure to save assets for web, photoshop does this better than e.g Sketch, and there are tools like ImageOptim.
I have had that very same question. To be honest I am not sure. It might have something to do with the version for each device or the assets. Do not worry about the size. Once the app gets put onto the App Store the file size will change. One of my apps was 45mb on my simulator and once it was released onto the App Store the file size went down to 21mb. I honestly would not worry about file size unless you have a lot of pictures or videos.
The file size will decrease a lot once it is on the App Store. But if you are really concerned about the app size, there is a way to compress some of the code.
Click here for stackoverflow question that's shows how to do that
Congratulations on your app!
The archived version of the app includes all the assets and compiled code. If you are using Bitcode the size will be large as it will include all the slices of the app. However the downloaded size will differ from the archive size.
This question from Apple support pages also explains how you can determine more accurate file sizes for what the app will actually equal on the App Store.
https://developer.apple.com/library/content/qa/qa1795/_index.html
You might want to have a look into App Thinning to ensure you optimise the size of your app.
https://developer.apple.com/library/content/documentation/IDEs/Conceptual/AppDistributionGuide/AppThinning/AppThinning.html
or here
http://www.imore.com/app-thinning-ios-9-explained
Don't worry about the size. As soon as you upload it to the app store, bitcode will do it work which will make the app a lot smaller.

App Store File Size Warning in iTunes Connect

Version 1.0 of my app has finally been completed. It's a simple application with the ability to view multiple leaflets and links to videos from a charity-based organisation. I've uploaded it to iTunes Connect for the final build, but I'm seeing a "App Store File Size Warning" in iTunes Connect.
The app itself contains 220 images (each has an average size of 500 Kb but some much smaller). The idea of the app is to have the charity's leaflets all accessible within the app in an offline state (hence why they're not downloaded from a server somewhere, etc).
The app itself also contains links to the companies videos. So the videos itself are not in the app, but rather links to the videos are populating the app's UITableViewCells.
Reading many questions about App Store size reduction, I have moved 1200 titles and URLs for the videos to text files rather than storing them in code. I have reduced the sizes of the images (they can't be reduced anymore because they will become low resolution). I'm just not too sure what I can do to get to the required limit? Or, could I still submit as it's only a warning and not an error?
For example, I downloaded a game today that was 190Mb. How does that get around this?
The app supports iOS 7, 8 and 9, so I can't use App Thinning just for that. I see some information on this: Max size of an iOS application but it's not new, etc.
Is it possible for me to bypass the warning in iTunes Connect and submit anyway? (I'll submit after the ITC X mas break).
Any thoughts on this would be really appreciated.
That won't cause any issue. If your app is less than 100 MB the warning won't be there. Apple prefers to keep the IPA size below 100 MB for keeping the app mobile data friendly (To download using mobile data).
There are several ways you can reduce the size:
Use App Thinning
Implement an one time download mechanism in your app, through which download the files on first start (I'm doing such a mechanism in 3 of my app, that needs around 300 MB of resource for proper working)
You can read more techniques in Reducing the size of my App

iOS In App Purchase : hosted contents size limits?

i need a confirmation about the file size of iOS apps which use the "In App Purchases" model. I gathered some informations after surfing for a pair of hours, even on StackOverflow, but i need to be sure about what i found (i am new at iOS development, please understand).
As for many coders out there, and expecially game developers, i have to take the installation package size into consideration. For my game, i suspect my graphics will require over 40 MB, but i'll try to stay under 50, to allow over-the-air download.
The ideal scenario would be :
-The user tests the game. Since the package is under 50 MB, he/she can download it without Wifi. Download and use of the game would be free (freemium);
-The user likes the game. 3 In-App-Purchase items are available : 2 related to a package which size is below 50 MB, and 1 which size is above (so Wifi only);
-The user can buy from everywhere (OTA) the 2 littler IAP items, and connect the iThing to Wifi and get, for a higher price, the larger one (order is irrelevant).
Long story made short, my questions are :
I'm almost 100% sure about this, but not 100%, so please confirm : can i make Apple host the IAP files, instead than having to setup a different server and uploading the files on it ?
I understand the app package can be 2GB, and that i have to keep it below 50MB to allow over-the-air download. But can i setup at least an IAP downloadable file which is over 50 MB ? (I suppose yes, but please confirm, it's crucial for my design; i didn't find this information at all)
Sorry if these questions sound silly but i'm in the design phase and knowing how much contents i can include in the game is very important for my next steps.
Thank you
The maximum size for in-app purchase content hosted by Apple is the same as the maximum allowed size for apps, which is currently (as of 2015) 4 GB.
My app uses hosted content that's as high as 900 MB, and I haven't had any problems with files that size. Of course, these are over the limit for downloading over cellular, but that's not a concern for my project.
Additionally, from Apple:
Each developer account can create up to 10,000 in-app purchase
products across all the apps in the account.
Reference: https://help.apple.com/itunes-connect/developer/#/devb57be10e7

Installed App Sizes Vs Appstore app sizes

Here is a question that had been bothering me. The other day I checked my wife's phone and pinterest app was eating up 2 GB of space while the actual app in the appstore is 26.8 MB. I know there must be user / log / crash data that is dumped in its apps document directory but that got me thinking how many other apps on her phone had large amount of user data stored compared to what the app size is in appstore.
So here are my questions of how to do all this using objectiveC
Sample Xcode iHasApp display's all the available apps installed on a device. Is there a way I check how much space they are taking in GB/MB etc?
Is there a way I can go query that app build size in appstore and tell the user hey its only X MB in appstore?
I know I can get to all the app installed on a device is there a way I can check when was an app last launched or used by a user?
Can I check how much space photo / video and music is taking up?
What I am trying do in the end is to see if I can make an app that shows user what they got installed on their device and make some informed decisions themselves.
So far all I am able to find is how to check total used and free space on a device and get a list of all apps installed.
Sample Xcode iHasApp display's all the available apps installed on a device. Is there a way I check how much space they are taking in GB/MB etc?
No. The APIs being used by iHasApp can only be used to check whether selected applications are present -- basically, all you get to ask "is ThisApp installed?", and you can build up a partial list of installed applications by running that check for a large number of common applications.
There is no way to get launch or disk usage information for other applications. I'm not sure last launch is even tracked at all by the device.
With this in mind, most of your other questions are irrelevant. It is not possible to do what you're after from an iOS application.

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