File size??

ok does any one know why my project is so big?
its not my assets or packages.

is there a folder I can safely clear out?
any thing I should bee on the look out for?

Use WinDirStat on the folder and look at what the data is. We literally can not tell you the answer here. I have some projects that are 2.5 GB with assets in right now so I can’t compare my own experiences.

The library folder can take up a significant amount of disk space.

By the way, I don’t know why you edited-out the project name in the first screen shot, but you realize it’s plainly visible in second screenshot, right?

lol I did miss that, meh screw it lol

oh yeah that is 78 Gigs
is it safe to clear that out?

no…library need to be there

Not really. It’s a temporary cache that Unity builds to store information on your particular build platform.

If you delete it, Unity just makes it again.

1 Like

well I can make a back up to be safe, and we will see if the new one is still 78 gigs.

I get the filling its that big due to old assets or something so lets find out

oh yeah the new library is 20 gigs brining the project from 97 to 38 lol

one new problem though ant this is probably a question for unity devs


all my assets have the + on them and Collab wants to downloads stuff. probably the 40 gigs that was just removed. but I do not want that lol

any tips on what to do about this ?

There have been bugs from time to time that make the Library folder grow unbounded.

Here was one recent example: shadercache.db growing unbounded fix:

https://discussions.unity.com/t/838852/5

Consider using proper industrial-grade source control in order to guard and protect your hard-earned work.

Personally I use git (completely outside of Unity) because it is free and there are tons of tutorials out there to help you set it up as well as free places to host your repo (BitBucket, Github, Gitlab, etc.).

You can also push git repositories to other drives: thumb drives, USB drives, network drives, etc., effectively putting a complete copy of the repository there.

As far as configuring Unity to play nice with git, keep this in mind:

https://discussions.unity.com/t/736093/3

Here’s how I use git in one of my games, Jetpack Kurt:

https://discussions.unity.com/t/807568/3

Using fine-grained source control as you work to refine your engineering:

https://discussions.unity.com/t/826718/2

Share/Sharing source code between projects:

https://discussions.unity.com/t/719810/2

Setting up an appropriate .gitignore file for Unity3D:

https://discussions.unity.com/t/834885/5

Generally setting Unity up (includes above .gitignore concepts):

https://thoughtbot.com/blog/how-to-git-with-unity

It is only simple economics that you must expend as much effort into backing it up as you feel the work is worth in the first place.

“Use source control or you will be really sad sooner or later.” - StarManta on the Unity3D forum boards

1 Like

that is a fair bit to take in but, thanks I will look over it.

1 Like

Fair point, but it’s nothing compared to the heart attack of losing a big chunk of hard work. :slight_smile:

1 Like

if you use a lot of store assets one thing you can do is to remove any demos the authors included, if you don’t use the content from them.

But you need to be careful and know what you are doing else you will break the project.

You definitely need to have control on what you have in the project because it will get out control quickly

lol right ?

I use the demo as a test then remove them in most cases