I have a scene with 3 objects, when I first made it, it was 15mb or so, after importing assets into the project folder, not into any scene, my app is 55+ mb even if I delete everything but the 3 models…
I just exported only the parts I want, the very minimum, and the new project without any of the non-used assets is still over 50mb…
In the build console it says 45mb of textures, but there are only 3mb of textures in the scene…
How can I decrease the build size and only include the 3 models I want in the build??? I’ve deleted unused assets out of the project folder and am not shrinking the size at all…
Deleting unused assets won’t have any effect, since unused assets are never included anyway (unless they are in the Resources folder). If the build log says you’re using 45MB of textures, then that’s the issue. How are you determining that there are “3MB” of textures? If you’re looking at the source files, that’s not what Unity uses. Source files are never used for anything in a build; only the settings in Unity matter. For example, if you have a 5KB JPG as the source, but the settings are for truecolor with mipmaps, then the actual texture size will be far bigger.
Well the 3 jpegs I’m using as textures are around 3mb, together. It was only 15mb, then I got on the asset store and downloaded lots of assets just cause they were there. After that it went up to 55mb…I did nothing else other than write a couple scripts. There are pro image scripts, but that’s it…
I’ve since deleted everything I downloaded and the build size is the same…I have 3 characters with 3 jpeg textures and a camera in the scene.
Unity doesn’t use JPGs for anything (after importing). It’s generally best not to use JPG as source textures anyway because then you have lossy compression on top of more lossy compression. If you say the build log has 45MB of textures, then look at what they are and remove them.
As megmaltese says, read the report… it’s incredibly detailed.
Things that unity generates, in example:
LightMaps/ShadowMaps
Things that unity (re-)compresses:
Models (in case mesh compression is turned on)
Textures (ALWAYS!)
Then after all that, there’s still “container space”.
Almost every single file/asset is essentially a container file holding it’s contents, but the container uses a specific amount of size, causing the overhead.
Try putting the files in a .zip or .rar which will try to remove a lot of spare space, you’ll see the build shring tremendously.
And as eric already pointed out, it’s no use using .jpeg sources, as unity will ALWAYS (re-)compress the textures (by default compressed DXT5 for windows targets, i.e.), so even if you insert a jpeg this could be converted to a truecolor image. Thus, stick with your lossless basefiles instead, unity will do a far better job for the end-compression if you don’t try to pre-compress it.