I have a project that is an iPad game with about 110 MB of textures, etc. There are multiple textures per character for the animation. I used Unity to create an XCode project for an iPhone 4 using this iPad game. I compiled it onto an iPhone 4 and it had all of the high resolution that the iPhone 4 is capable of. Then I used this same Xcode project and using XCode compiled it onto an iPhone 3 and the game ran! Shouldn't XCode have generated a binary of about 110 MB and this should swamp the DRAM memory of the iPhone 3? Or is there something else going on?