The StagingArea folder is related to Android builds, I think, and it’s massive. But this may just be how things are, therefore unavoidable (it’s in temporary data, which should clear up eventually). The metadata folder is definitely absurd though. Do you have an awful lot of files in your project? Each file elsewhere adds at least a 1-4k metadata file. If you don’t have tens of thousands of files, that looks like a bug.
As you can see, I have quite a few files (the number after the 1GB is amount of items - then files).
So theres 6310 files and 210 folders.
But even then, it’s so big…
I’ve tried copying the assets folder over to a new project btw, same result.
I dunno. It’s probably fine - relative to the size of your project folder
I’ve had some huge library folders in projects, but then I’ve also dumped “one of everything” into them just for testing. I have to really work hard to reach 8GB though, even with a library of assets many times that size to choose from. I can’t say for sure if the bloat you’re seeing is to be expected or not
I didnt think about that yet Tril, but I don’t think that’d be the issue. My cluster size is 4k
Ignore the only 9GB left, I’ve been copying to other projects and have my SSD stacked with the same project over and over now
Also second question, (should I start a second thread for this?)
Other project, comparable situation - 1.6GB assets with a lot of textures
9.6GB metadata in the Library folder…
and 37GB memory usage.
…?
This is the point that Unity crashed btw, it didnt actually manage to load in the scene.
yeah the project ive been working on for a year just did this to me after upgrading from 2018.1 to 2018.2. I probably have over 1000 component references, months of tweaking values, all reset. I dont even know how to handle this right now.