Know which ones is the most gourment and important to change for our gaming scene

I’ve been working since my last posts on a new mobile game!
And from experience, I am now very demanding on the weight of the game file. Today I try to minimize the game scenes for a better unfolding in the scenes to avoid having beugs or overload.

I was able to read the post here: ici
and could use those modules: ici

The work of “Resource Checker” and very interesting to know the weight, by decreasing textures, materials and mesh of objects in the scene, but I would like to know if there is other “Tools” in Unity3d for know which ones is the most gourment and which ones is important to change for the need for the proper functioning of the game?
Can anyone tell me if there is a tool available for this?

Thank you in advance for your knowledge!

no one can help me?

Do not worry too much.
Sure, try to keep it small but it also depends on the game you are making.

There is no single right answer or recipe.
Simply download a few similar games and see how much space they take.

That is why nobody answers.
It is an easy thing to get a rough idea about how large your game should be by doing your own research.

One approach, and as soleron mentioned, you could compare to a new/empty project and examine the size. Then compare to yours, then add your assets one at a time (or a few, using binary search) and compare again. But if it’s not causing any issues in gameplay, I would not be too concerned about the game size.

Thank you very much @soleron and @JeffDUnity3D

To answer you, I make a game for Android and Ios and I posted this question, because I made several scenes without using the assets “terrain, tree, grass and 3d object with a lot of polygon and mesh.” I have only done for the moment levels with the minimum of decoration and 3D object with a lot of mesh. But in my project I would like to incorporate some levels, with as an example: “a terrain, tree, grass + 3d objects” and I am afraid that this is too much for phone or tablet applications?

I agree with you is it is true that I proceed in this way, I add the assets one by one and when I make a new scene or I add 3d assets I always check on my phone or tablet if the game comes to beug or row.

But it is true that I will be interested if there are assets or tools, to know that they are the 3d objects that is the + greedy in the game scene.

Besides I put in a level of my game “pointLight” I arranged 12, in a corridor and when the “player” advances and move at this place, the game on the tablet stutters a little at the level of the image, there is perhaps a setting that I have to learn so that the lights are less gourment? And relief surely on the materials used.

Thank you again and thank you for answering my two questions about a tool that exists or not and about unity lights

If the game is just 2D sprites then the most “greedy”, as you called them, assets ,would probably be the music files

In a 3D game it really depends.
If you only use simple colors, or fully textured models. The textures for each material would be many, in the hundreds sometimes. depending on their size they could be a good chunk of data. Character animation files can also be pretty big.

Personally I love Resource Checker. Helps me optimize easy and fast.
There are other tools out there too. I own a couple. Still prefer this one.

My game is in 3d, and I don’t use animation for the player.
I figured at the beginning of my post the module “Resource checker”

What scares me the most is the textures of the materials used and the 3d objects.

The air module is of interest. I have already installed it, I will test it and understand it. Do you think it is one of the best products to be able to minimize the risk of overload? If there are other modules, feel free to share them.

I find it a pity that there is not a kind of feature like a limit, which tells you with a red color the objects to change and a green color those that do not require a change. (I don’t know if you understand what I mean.)

For you, its no problem for use grounds, tree, grass for the proper functioning of the game on phone or tablet?

And can you tell me, with the “Resource checker” module, what limit should I have on my texture, material, and 3d mesh object?

That is, for example:

Texture: max size 512 (is better)
Materials: (I don’t know how it calculates the weight of the material)? First in the list I have (Default-Skybox) unity and other materials, with no image and a standard shader… I don’t understand what I need to change so that it is less heavy…
Then Meshes: if I understand correctly, I have a sphere that makes “15120 vertices” should I use 3D models with maximum “1000 vertices and 1500 triangles” will be much better? what do you think?

I would be grateful if you could already help me understand the three colones of the module.
Then, if there are “posts” or “explanations” about how “ResourceChecker” works, I am a taker.

I also wanted to know if the “PointLight” as explained earlier are as important to watch in game scenes?

Thank you in advance for your answers, I admit to having asked a lot of questions!

Yes, don’t use many lights at the same time. Don’t use any real time lights at all if you can avoid it.

Thank you, @AcidArrow for your advice, it’s a shame, because the “pointlights” make their small effect for the environment and decoration. So I’m going to limit the “pointlights”.

For the other questions, do you have any advice to give me? The functionality of the “resource checker” module on the colones that appears. Can you tell me the limitations to be taken into account on the “texture, material and mesh” functions?

Can someone tell me what to expect to best respect a better fluidity of the game? Something like a limit not to be exceeded, with the “ResourceChecker” tool with for example:

  • Texture : 512x371 - 1mip 742k - RGBA32

Total 300 texture for Maximum !! 200Mb (overall weight) ?

  • Materials : (what should I check in this column)?

Total 200 Materials for Maximum !!??

  • Mesh : Maximum 1000 vertices and 1500 triangles

and total of 150 Meches ?

As explained above, I am looking for an example to respect. Like a kind of scale that tilts to red if I exceed what is advisable for a game on unity3d for phone and tablet and Green for the amount that is respected for the proper functioning of the scene and the game.

Or as you told me at the beginning of the subject, about a project already finished, but I do not know where to find a unity3d project to finish for free and that it is made for a phone and tablet version?

And for the use of “land, trees, and grass” what do you advise me to minimize the risk of beug for phones or tablets?
Thanks again!

no one can help for my questions ? For respect a better fluiditi of the game? Something like a limit not to be exceeded, with the “ResourceChecker” ?
Or as you told me at the beginning of the subject, about a project already finished, but I do not know where to find a unity3d or the project is finish for free and that it is made for a phone and tablet version?

What problem are you trying to solve? Is your game running slow? For your questions, you can always try it and see for yourself if you don’t receive a direct answer here. Compare to a new project, and add your assets one at a time and compare.

So… Thank you @JeffDUnity3D

No, for the moment I don’t have a particular problem, except for a small delay on some places of the game scene.
It was just to find out, if there were good tools to preserve the proper functioning of the game.
I can’t try my game in every phone and tablet model to find out if there’s a risk of a beug or a fluidity problem.
Too bad, I would have thought I had more information about it or tools, but as you say we will try to compare.

If other people have ideas do not hesitate, thank you to those who took the time to help me!

I would advise you to focus on the small delay in that case, if that is a concern.

Thank you, it may be problematic to test my game on all Android platforms, I will recommend an old Android model and one that has recently been released. This requires additional fees, too bad there is no other solution.

If other people have ideas do not hesitate, thank you to those who took the time to help me!

Typically you would want to test on one older Android device, this can be obtained inexpensively (sometimes less than $25 USD) or free from a friend. Then test on a typical modern device (usually your current phone that you already have)