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Question by Ramadhan_38 · Mar 26, 2018 at 01:12 AM · buildsizemobile devicesheadlessfile size

Apk and Ipa get bigger file size when building using headless / command line

Hi, i was using gitlab continuous integration and got my build script below, when i was build unity project to apk and ipa, i got file size 4 times bigger than manual build directly from unity editor from 224mb (headless) to 54mb (manual), i was using asset bundle and i think it might the problem, have someone ever experiencing this problem and has the answer, Thank you...

    private static void SetupPlayerOptions(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string outputPath)
 {
     // Set a specific bundle identifier
     PlayerSettings.SetApplicationIdentifier(buildTargetGroup, appIdentifier);

     //Set Scripting Define Symbol
       PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, scriptingDefineSymbol);

     // Switch active build target
     EditorUserBuildSettings.SwitchActiveBuildTarget(buildTarget);

     // Setup BuildPlayerOptions and build project
     BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions();
     buildPlayerOptions.scenes = GetScenePaths();
     buildPlayerOptions.locationPathName = outputPath;
     buildPlayerOptions.target = buildTarget;
     buildPlayerOptions.options = BuildOptions.None;
     BuildPipeline.BuildPlayer(buildPlayerOptions);
 }
 // Build function for Android
 public static void BuildAndroid()
 {
     string fileName = "Unity-Android.apk";
     string outputPath = "Builds/Android/" + fileName;

     // Set Android SDK & JDK path for Unity
     EditorPrefs.SetString("AndroidSdkRoot", androidSdkPath);
     EditorPrefs.SetString("AndroidJdkRoot", androidJdkPath);

     SetupPlayerOptions(BuildTargetGroup.Android, BuildTarget.Android, outputPath);
 }

 // Build function for iOS
 public static void BuildiOS()
 {
     string outputPath = "Builds/iOS";

     SetupPlayerOptions(BuildTargetGroup.iOS, BuildTarget.iOS, outputPath);
 }
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avatar image kimjooho · Oct 19, 2020 at 04:31 AM 0
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PlayerSettings.Android.targetArchitectures = AndroidArchitecture.AR$$anonymous$$64 | AndroidArchitecture.AR$$anonymous$$v7 ; PlayerSettings.SetIl2CppCompilerConfiguration(build_target_group, Il2CppCompilerConfiguration.Release); PlayerSettings.stripEngineCode = true;

this helped me.

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