This session telling acdiences how Xcode helps to reduces the size of application at the same time maintaining same user experiences across of all devices.
Slicing the app into different pieces and the suitable pieces will be downloaded according to the devices.
No additional work for developers.
Based on the app flow, some resources can be downloaded afterwards like being purchasing via IAP or beating some game levels. ODR (On Demand Resources) helps the developers to define what resources can be downloaded in later time and removed the resource when the resource no longer needed.
Related Session : Introducing On Demand Resources
Must use asset catalog for Asset Slicing
Device Traits
Asset Catalog also supports named data
NSDataAsset
to retrieve contentSprite Atlases ties full SpiriteKit integration. Auto-gen of SKTextureAtlases for image asset. Thinned appropriately.
What if Xcode can not used for asset production?
Export image set and data sets from existing asset pipelines
Format : XCAsset Source Artifact (Simple format strcture and JSON markup)
Requirement for integration.
Xcode Build and Run automatically thins resources for the active run destination. Supported for all simulator and device run destinations.
For enterprise-build, IPA-exporting will have options to export one app for all devices or for certain devices.
Make sure to tick includes manifest for over-the-air installations for generating the plist files that redirecting devices to the thinned IPA.