Debugging and Verifying Engine Stripping

When we build with Engine Stripping enabled, how can we verify what was included in the final build? For example, I intend to not use 2d or 3d physics in one of my projects. How can I verify after a build that those were actually stripped out of the build, and not accidentally included because somebody accidentally included a Collider on some object in some scene of the project?

Thanks!

I looked into this recently for our game Resynth and wrote about it on our blog. Jonas from Unity responded in the comments and mentioned they have a WIP build report tool that can give you a break down of this stuff. I haven’t tried it yet but check his comment on the blog; maybe it’s useful!

The other thing you can do is to just bust open the IPA file (this was for an iOS build) and examine what symbols were built into the final executable. I assume the same thing should be possible in Android builds. I haven’t looked into that yet but the same or similar (GNU) tools should be available.

-sam

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Thanks for sharing all of that, @samizzo ! This is for WebGL as WebAssembly, so not much help from GNU here, but finding some way to fish for symbols is a good idea. I guess we can also try building for other platforms where this diagnosis is easier and at least making some of these same verifications there first.

Will definitely checkout your blog and the tool that Jonas mentioned. Thanks again!

Holy moly - that BuildReport tool at Build Report that Jonas posted a link to on your blog actually WORKS. It is now showing me exactly what is dragging modules into my WebGL build. This is fantastic.

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Oh wow, that’s great to hear! I definitely need to check it out!

-sam