Hi. Sorry about the confusion here: the difference comes from that if Strip Automatically After Build is on, we enable debug symbols as they are required for submodule stripping, but in the UI we show your build settings, not what necessarily what were the effective build settings.
@Ali-Unity3D As you are inviting feedback, would you be able to share some insights on your roadmap for the tool?
How much is there still room for lowering the build size vs how much is it in the hands of other teams removing dependencies in their packages (e.g, stripping completely UnityUI when only UITK is used in URP) ?
Love the tool! Just wondering if we can expect even more drastic improvements in the future.
After the submodules we made for 1.2.0, I don’t think we have any major ones in sight currently, we will be keeping an eye on the new features Unity gains and creating submodules for those, if deemed useful. I think the next major milestone for us would be to add support for user-defined C# submodules, users could profile their own code and create their own submodules that would be optimal for their project. But this is something we have simply discussed, it’s not on our immediate roadmap yet.