I am trying to reduce my 80MB iOS app's size. The Android version is only 37MB.
With reference to http://blogs.unity3d.com/2015/12/28/optimizing-ios-app-size-with-resource-slicing/ and http://unity3d.com/learn/tutorials/topics/scripting/assetbundles-and-assetbundle-manager and cannot figure out how to put the two techniques together.
The tutorial require a AssetBundle server to load asset variants. My iOS app is supposed to run offline and I would like to pre-bundle the assets with the app so that the users does not have to connect to some external server to download assets.
However I would like to use "App Slicing" so that iPad's can get a slice of the app with HD textures and the smaller 3.5" and 4" devices get a slice of the app with smaller SD textures. But the iPad should NOT bundle the SD textures and the iPhone should not bundle the HD textures so that each will receive the smallest possible app which is optimized for the specific device.
Is this possible with Unity without an AssetBundle server so that the correct set of assets are pre-bundled (already included in the downloaded app) for a specific device?
↧