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Xavi Montero
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ARMv7 vs FAT in Unity Android Build Settings (release multiple valid APKs)

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Xavi Montero
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If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB ARM => ~10MB

FAT => ~20MB
ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

I've seen the "official stats" of the CPU usage are here:

http://hwstats.unity3d.com/mobile/cpu.html

So not a lot of business to loose as for the datodate of publishing this question. But x86 seems to be an increasing trend.

Questions:

  1. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded (but still each one gets a small footprint)?
  2. Does this CPU correlate with WinPhone? Or is an othogonal measure? In other words: Are all Androids ARM? Or there are ARM and x86 Androids?

Thanks!

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

I've seen the "official stats" of the CPU usage are here:

http://hwstats.unity3d.com/mobile/cpu.html

So not a lot of business to loose as for the dato of publishing this question. But x86 seems to be an increasing trend.

Questions:

  1. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded (but still each one gets a small footprint)?
  2. Does this CPU correlate with WinPhone? Or is an othogonal measure? In other words: Are all Androids ARM? Or there are ARM and x86 Androids?

Thanks!

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB
ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

I've seen the "official stats" of the CPU usage are here:

http://hwstats.unity3d.com/mobile/cpu.html

So not a lot of business to loose as for the date of publishing this question. But x86 seems to be an increasing trend.

Questions:

  1. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded (but still each one gets a small footprint)?
  2. Does this CPU correlate with WinPhone? Or is an othogonal measure? In other words: Are all Androids ARM? Or there are ARM and x86 Androids?

Thanks!

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Source Link
Xavi Montero
  • 1.1k
  • 1
  • 12
  • 24

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

I've seen the "official stats" of the CPU usage are here:

http://hwstats.unity3d.com/mobile/cpu.html

So not a lot of business to loose as for the dato of publishing this question. But x86 seems to be an increasing trend.

Questions:

  1. What is the drawback of compiling only for ARM? Any "official" stats on how many business do I drop if I kill the x86 users?
  2. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded (but still each one gets a small footprint)?
  3. Does this CPU correlate with WinPhone? Or is an othogonal measure? In other words: Are all Androids ARM? Or there are ARM and x86 Androids?

Thanks!

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

Questions:

  1. What is the drawback of compiling only for ARM? Any "official" stats on how many business do I drop if I kill the x86 users?
  2. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded?

Thanks!

If I select ARMv7 instead of FAT (ARMv7+x86) in the Android Build Settings of Unity5-Free, the APK binary drops to half size.

FAT => ~20MB ARM => ~10MB

(Tested with an empty scene, no assets, nothing, just the core libraries).

I've seen the "official stats" of the CPU usage are here:

http://hwstats.unity3d.com/mobile/cpu.html

So not a lot of business to loose as for the dato of publishing this question. But x86 seems to be an increasing trend.

Questions:

  1. Is there any way to publish a binary to the ARM users and another version to the x86 users but with the same product-id so if they change the mobile phone, the software gets properly downloaded (but still each one gets a small footprint)?
  2. Does this CPU correlate with WinPhone? Or is an othogonal measure? In other words: Are all Androids ARM? Or there are ARM and x86 Androids?

Thanks!

Source Link
Xavi Montero
  • 1.1k
  • 1
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  • 24
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