I unpacked our builds to see where I could optimize the download size and noticed that iOs vs Android had huge differences in the size of material uassets - in some cases the same material uasset would be about ten times the size when built for iOs than for Android. Has anyone run into something like this? Any tips in dealing with materials for iOs builds?
(the material uasset sizes were compared uncompressed after extracting them from their paks in ipa & apk)
Thanks for any help!