If you are not using any of them they will not be included in your build automatically if you enabled “strip engine code” in the Player Settings (enabled by default).
Doing so has no effect, I even tested this on a blank project with no scripts or assets. After the build the managed data folder is bloated with unnecessary and unused libraries. This is really starting to frustrate me.
I have tried removing these references from the solution explorer but the assemblies still show up in my build. I don’t understand why you can’t manually specify which assemblies to include in a build or why the engine isn’t stripping these unused assemblies after compiling. My game does not support AR or VR, these are useless. My game is also single player, networking of any kind is useless. I don’t even know what the vehicles module is for but assuming I know what it is for, it is useless to me. I am not too aware of the Performance Reporting Module but I already have my own error and performance reporting system that my studio uses in all of our software, so this is also useless to me as well unless this is to send information to your side.
Edit:
I also have analytics disabled for my project (Windows standalone build by the way), so why is that module being included? I am also using Unity Personal for now, I just switched from 4.5 Pro. So far it has been an amazing experience, besides this little bloating issue. Also why is the UnityPlayer.dll showing up in my base folder? Is it possible to relocate this to another location?
When making a WebGL build you will not end up with DLLs in you build folder. The Build folder will contain several files ending on *.unityweb (code, framework, memory, data) so something seems to be off.
If you are however making a Windows Standalone build then you are correct with your assumptions since that doesn’t support the stripping of these yet. Sorry.
After your build finishes go to Build Report and click the button. This should then load a page that shows you what is in your build and ideally also what referenced it.
We have plans to bring this info into the editor in the future.