Sign in to follow this  
moeen k

Unity make least file size output from unity for android

Recommended Posts


idont know its the right place to ask my question. if its in wrong place please change it.

im wprking with unity 5.5.1 and im trying to least output size from project. I made an empty output for both x86 and arm and file size was about 19mb. I know you can use images with size of power of 4 to compress them nad make them less size.  but basic 19 megabaytes ithink that is too much . is it possible to make less of that?

thank you for helping

Share this post

Link to post
Share on other sites

basic 19 megabaytes ithink that is too much

I'm not sure where you get the information that it is too much. Have you looked at the sizes of games made with Unity compared to non-Unity games? Do you know how many megabytes / gigabytes Android games currently are?  For typical graphical games, somewhere around 50-100 MB is the norm, with high-end games crossing the gigabyte boundary.

Five years ago the average size of games was about 40 MB, but since then Android has bumped the size limits of programs so average game size has increased.  

The current cap is 100MB for the APK, plus another couple gigabytes for data if you need it.



For the Unity libraries for both Android chipsets your size of about ~18MB sounds right. Unity's core libraries were about 8 MB last I checked, and Unity automatically builds for both versions of Android.  That is, it includes both ARM (the dominant processor) and x86 (used in netbooks and some Chromebooks) inside the APK file.

You can change that -- though I wouldn't recommend it -- in Build Settings | Player Settings | Other Settings | Device Filter.  Change it to only build Armv7.  Doing that means you remove anybody using x86 devices from your potential customer base, but at least your .apk file will be slightly smaller.


The core libraries are doing quite a lot. It includes all the runtime libraries for the engine, all the rendering code, effects code, networking code, memory management code, world manipulation code, AI and pathfinding and animation and audio and physics code.  Plus it has all the stuff necessary for the .net runtime (the stuff all the C# and UnityScript and Boo code compile down to.  Compared to other systems, an executable size of about 8MB is rather small.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By abarnes
      I am a game development student in my second year of a three year program and I would like to start building my portfolio. I was thinking of creating some games to show what I can do to potential employers since I wont have any work related experience when I graduate. But as I'm sure you all know there are tons of ways to approach developing/designing a game and I'm curious if anyone had any insight as to any "standards" that come with this? Is it okay to use game engines like Unity, Unreal, Game Maker etc? Or would it be better to make a game from scratch to better show case your skills? Any and all advice will be greatly appreciated!
    • By Hilster
      Hello 2D Artists,
      I've started making a 2D Puzzle Adventure game for mobile and I'm looking for someone who would want in on creating assets for the game. The core of the programming is pretty much complete, you can walk within the grid laid out and push boxes, when there is an object on top of a pressure pad it will activate the linked objects or if there is one object with multiple linked pressure pads it requires you to activate all points for the object to become active. 

      The level iteration for the game is quick and simple, a Photoshop file that is made of individual pixels that represents objects is put into the game and it creates the level out of those pixels with the assigned objects.
      The objects that need sprites created so far is the character, box, pressure pad, door, trap door, the walls, the stairs and the tiled background.
      I intend to add more objects so the amount I'd like to add will be extended.
      My motivations for posting here is to have something that looks nice to be able to display on my portfolio, so if you're looking for a working game that you can place your art into and improve the look of your portfolio then we're in business.
      Please reply with a few past examples of your art below and I'll be in touch!
    • By thefollower
      I have set up my TcpClient to connect to my server and that works fine. But i am a bit confused how i read messages from the network stream with it continuously running via async, without ever closing the connection ?
      My TcpClient Manager class has:
      public async Task<bool> Connect(string address, int port) { try { await _tcpClient.ConnectAsync(address, port); IsConnected = true; return true; } catch(Exception e) { Debug.Log(e); return false; } } public async Task<int> Read(byte[] readBuffer) { if (!IsConnected) return -1; using (var networkStream = _tcpClient.GetStream()) { try { var bytesRead = await networkStream.ReadAsync(readBuffer, 0, readBuffer.Length); return bytesRead; } catch (Exception e) { Debug.Log(e); IsConnected = false; return -1; } } }  
      So i thought to just run a co-routine and call Read constantly to get the most recent message, but that doesn't make much sense to me since a co-routine would be blocked with the await. How is this actually done? The MS Docs don't have very good Async examples with the TcpClient class so i don't know fully get how to keep calling Read correctly.
    • By NUITGaming
      Landscaping back ground maid in Unreal 4.18
  • Popular Now