arrays dont use that type of memory space, its definitely your images or sounds or a files you imported. also the 40 mb on device, might actually be the safety number that the app requires to run, i seen c2 games that where under 5 mb but requiring 250 mb to run. we can't say for sure without seeing your project file and what you have inside. im more curious about the stats at bottom of the c2. that tells you total download size, running memory required. also u might want to run a debug and see what you get from inspect tool as size and cpu usage. 40 mb on mobile device is normal though, i wouldn't worry about it.
I feel like a total noob right now, as most replies on this thread were questions like these, no offense.
The Approx. Download size is 5.9mb. Memory use 200.1mb; Events: 2284
The size of the images when exported is 4mb (1,5mb when optimized).
This is from the biggest layout in my project, in regards of the size of images. Though I don't know what does this have to do with the data of the app, as far as I know, images are not saved in data..?
> You see, this is my first project and I don't remember why, but I've set the window size to 5750, 3250 when created the project. Also, one of my layouts is 31546, 3250.. And there's no way I can change that now..
> Is this the source of this big data size?
Almost definitely. If your assets are also very big (which is quite likely given the screen size etc) then their images will be very large in terms of MB.
Are you sure? I don't think the size of the layout has anything to do with the size of the display of the device. Also, I think stretching the images does not affect their size...
I will test this out anyway..