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Gigantic 250MB app from simple Google Cardboard SDK scene

Discussion in 'iOS and tvOS' started by John1515, Dec 27, 2015.

  1. John1515

    John1515

    Joined:
    Nov 29, 2012
    Posts:
    248
    Was happily playing with Google Cardboard SDK until I realised that the app I built was 250MB! The folder containing the build for Xcode is a whopping 1,16 GB, mostly because of a file "libiPhone-lib.a" (1,07GB) in a "libraries" folder.

    I have no idea what all this is, the scene is almost empty and there are no large textures. There must be a huge amount of extra code from the SDK but I have no idea what it is and how to strip it.

    So how on earth can this lead to a 250MB app?
    I check the filesize by archiving the app in Xcode and checking its filesize in Finder.


    PS: The Unity editor log only shows:
    Textures 32.2 kb 0.6%
    Meshes 0.0 kb 0.0%
    Animations 0.0 kb 0.0%
    Sounds 0.0 kb 0.0%
    Shaders 420.0 kb 8.0%
    Other Assets 2.2 kb 0.0%
    Levels 36.2 kb 0.7%
    Scripts 614.6 kb 11.7%
    Included DLLs 4.1 mb 78.7%
    File headers 16.1 kb 0.3%
    Complete size 5.2 mb 100.0%
     
  2. John1515

    John1515

    Joined:
    Nov 29, 2012
    Posts:
    248
    Anyone?
    Also, an empty Unity scene creates a 128MB app. It should be 20MB. I can't figure out why...
     
  3. dolims

    dolims

    Joined:
    Sep 13, 2014
    Posts:
    61
    If you are using recent versions of Xcode, it is probably the LLVM bitcode. You can turn that off in Xcode in the project's Build Settings page.
     
  4. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,033
    It'll still be tiny once sent to users' devices. Bitcode, as mentioned, and possibly debug data included for Apple to use when receiving crash logs.