The final size turned out to be around 353 MB in size.
Isn’t that way too big for an Android app, a small game with a single level?
Also the packaging took forever, around 30 min.
Which also lets be believe it was packing things that it shouldn’t.
Also I excluded editor starter content and I noticed in the output log that it was cooking absolutely everything in there anyways.
I also un ticked all the plugins I dont think the game needs and restarted the editor.
So not sure what the deal is here.
I am still learning this is my first mobile game.
I think the average app for an Android is around 60 MB is it not?
So its little over half the size of the Windows 64 bit version which is 785 MB in size.
I did find a list of 1 gig games for Android online so I guess if mine is little under half a gig its not tttthat bad … or is it?
General tips for reducing package size can be found here.
https://docs.unrealengine.com/en-US/…ize/index.html
Other than that, you may do one of these:
- Reduce texture size used (4k≈84MB, 2k≈26MB for DXT1) using Mip Bias
- Increase packaging compression quality (Project Setting -> Engine -> Cooker)
- Only use either ES2 or ES3/Vulkan. Supporting both will include both PVRTC and ASTC textures (depending on your texture ratio in Android setting)