Better way to see what contributes to file size?

According to the docs, and several forum answers, the way to see what contributes to file size is to check the editor log ( Unity’s doc on reducing file size ). However, all this really tells you is how much memory these assets use at runtime, not the actual file size.

I.e. a 1024 16-bit texture uses 2MB of memory, but on disk it’s a PNG of about 600kb. Even worse, I have an 8mb audio clip, but since it streams from disk, it’s listed as 0.0kb at the bottom of asset list.

Is there any way to get a break down of actual asset sizes going into the build? I’m working on iOS/Android, though i’m sure there must be a way regardless of platform…

all this really tells you is how much memory these assets use at runtime, not the actual file size.

No, it’s the build file size. That’s the whole point.

a 1024 16-bit texture uses 2MB of memory, but on disk it’s a PNG of about 600kb.

It’s never a PNG on disk. Unity does not use the source files at all when making a build. A 1024 16-bit texture uses the same space on disk as it does in RAM.