When making player builds or old assetbundle builds, all the info we need tbout buildsize is pasted in the Unity editor log.
Addressables doesn’t expose any size info.
How/when can we figure out why our addressables are, i.e., 2gb? We need to know where&how we can optimize our buildsize (as we want to reduce texture sizes from 2gb to, say, a few hundred MBs on mobile)
Using “IDataBuilderResult.FileRegistry” we can see all included the file paths, but how do we get the actual build size used for these files on the current specific platform/buildsettings?
So for example: if we’d only build one addressable bundle for a scene (100mb), I need to be able to see that the terrain .png texture is taking up 10mb inside this bundle.
I set up a data build size reporting UCB project which is using a source control mapping which places all our assets in to a top level Resources folder.
Doing that causes each asset to be reported in the build log Build Report were it will show the built uncompressed size for each asset.
this tool is a bit of a pita to set up (it also does not seem to handle asset bundles with sub assets in it, such as spritesheets and audio mixers), but it can give you some great info, including bundle and asset sizes, duplicate asset finder, shader details, and more: