iOS app size differnce between testflight and Apple store - ios

iOS app build size drastically, when i build and testflight its 9Mb, but when it was approved by Apple in Apple store its showing 14Mb, Can any one tell/help me, How can this is possible? Just wanted to understand the scene behind it.
NOTE : There is no change in the resource files in both the builds.

Related

Why is the size of the app in the AppStore half the size of the build in Xcode?

Developing an application, release branch, when published in the App Store weighs 100MB after installation. The same branch if you build it locally from Xcode weighs 200MB. Sometimes a similar result is observed in TestFlight. Question, are there any specifics of building an application in the App Store, which results in a difference of half the weight?
I am a tester, and I do not understand the details, but it is important to solve the problem, please advise me in what direction to look for a solution.
Googled and talked to the developer. I need a hint in which direction to think.
2 reasons:
Debug builds contains more information than release builds.
In release mode, usually we upload universal IPA to the appstore. Which will include data for all variants (Different iPhones, iPad, mac). You will only download thinned version of the app which will be less in space.
Read more at: Reducing your app’s size

Can't upload binary with App Clip target to App Store - ERROR ITMS-90834

I added AppClip target to my project, and followed Apple's own documentation. It runs without any error on both simulator and real device.
As it's explained in related WWDC videos, and this article, in order to configure default or advanced app clips experiences, apps have to be uploaded to App Store Connect.
I am using Xcode's Organizer to upload my binary, but I am receiving the following error.
ERROR ITMS-90834:
"Unsupported content.
This app contains an app clip.
Apps with app clips cannot be submitted at this time."
How can I pass this? Is there any other way to configure and test App Clip launch experiences?
App Clips should be fully operational now on iTunes
Outdated answer:
I found this answer by an Apple Engineer on developer forum.
This feature will be available later this year but I can't provide an
exact date. In the past, new features of TestFlight or App Store
Connect were often made available before the general availability of
iOS versions.
It looks like we need to wait some time to test App Clips.
It's available now.It happened with the recent update of TestFlight (when they changed the TestFlight icon)

Is there another way to release an iOS app other than the Apple store?

My AR APP was rejected by Apple for "Usefulness of the AR APP is limited by the minimal features or content it includes" They seem to want me to use AR kit but it's not supported on Unity. I used Vuforia. They were very vague and I'm at max size for the APP right now. Reworking it for my deadline adding interactivity isn't an option. Can I release it without Apple?
Well its sad to hear this,but you cant
You need XCode to publish it or even test it,but you can build it on Unity,in player settings you can even set certificate and Apple ID but for you to test it,it has to be Mac
Also you can't use Hackintosh as XCode doesn't work on Hackintosh.
Sorry but it is what it is

How to get current sandbox size or app size

I would like to get the total size of my app or the sandbox size. Is there any official way to get this? Thanks.
If you just want to know app size without any kind of coding then there is a way. As Apple applies their own logic to give only supported assets to the device which downloads your app, app size varies between devices.
Follow below steps:
Archive and upload your latest build to AppStore
Login to https://itunesconnect.apple.com
Go to your app's "Activity" tab and wait until its finished "Processing"
Then click on your latest uploaded build number and find App Store File Sizes link
Then you are able to see estimated app size on different devices like below
And if you only want to see app size on particular device then you can see that in TestFlight App, undar App Details menu

App File Size is 2.5x larger when installing with Fabric

I am trying to figure out why my apps file size is so large when I install a beta build with Fabric Beta (created by Twitter).
When archiving the build and checking the app size I see that it is about 194MB, however, when I build and install the app for debugging on device, the storage space that is taken up is ~85MB.
When I install the app via Fabric Beta, the app is ~194MB on device.
Would anyone be able to explain what is going on here. Is there an issue with Fabric that is not optimizing the build?
Old question, but worth clarifying I think real quick:
1 comment said:
Most likely the ipa for uploading has arm6 and arm7 binaries in it. As long as you have bitcode turned on then App thinning will only push down the parts that an individual device needs.
And this is true, and then this follow up comment from original question author
I see. And is there any way to confirm this for a client? Because Fabric has been the only platform we have been using. Will I see the correct file size with iTunes Test Flight?
The answer to that is yes. Test flight, since basically the closest you can get to the App Store without actually getting reviewed (although TestFlight requires Beta App Review, but this is usually pretty quick.
TestFlight should handle the proper app thinning and send you only the app binary sized for your device.

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