Hi, im exploring BabylonNative and wanted to check if there is an file size report on iOS, as in the size in MBs of the components that go into a BabylonNative app. for my use case, it needs to be well under 10MB so that it can launch as an Apple App Clip. im looking for a better alternative to Unity which is usually 30-50 MB with bare bones ARFoundation project. so curious how big bgfx, glslang and other dependencies are when compiled into the app. has this been documented anywhere?
also, after a cursory look, the Apps/Playground/Scripts are quite large and included in the app which will add to the app file size. can they be loaded in from a server url or do they need to be downloaded into the app first before and then loaded into app?
also also, what else can be striped out to reduce file size?
Hi, ive now got BabylonNative running in my existing XCode project and have uploaded it to AppStoreConnect to see what the file size difference will be with it included.
(i find this to be the most accurate method for investigating app file sizes)
I can report a 4.3 MB increase which is tiny! take that Unity
and it means BabylonNative is good for use in App Clips.
note: this is excluding the .js scripts included in the project which total 47.8 MB (zipped up 8.3 MB)
my plan is to download these at runtime once the App Clip launches, probably as a zip and unzip it to the documents folder. still need to figure out if Babylon::ScriptLoader can load files outside of the app bundle… if anyone has any ideas, please post.