The link to Apple Developer Guide is:
On that link, they have the section "Submitting the App for App Review", which has this message:
"Abnormally large build files are usually the result of storing data, such as images, inside the compiled binary itself instead of as a resource inside your app bundle. If you are compiling an image or large dataset into your binary, it would be best to split this data out into a resource that is loaded dynamically by your app. "
The total size of PNG images used by my game is about 130 Mb. When I compile and load the game onto my iPad for testing, I can see that the total size of the game is about 190 MB as shown on the iPad.
I already put the PNG images inside the folder "resource" in Xamarin studio, and my code builds those images into texture atlases before I compile and build my game.
So, per Apple's suggestion "it would be best to split this data out into a resource that is loaded dynamically by your app" in the message above, my questions are as follow:
(1) Can I further reduce the size of my game by "putting the images into another resource that can be dynamically loaded by my game" ? (Or will "App Thinning" help in this case ?)
(2) If the answer to question (1) above is "YES", would you please show me how to do that ? Or could you please send me a link to Xamarin website that shows us how to do that ?
Thank you very much.