I’m trying to reduce the size of our game. After building the game to a folder in the desktop, the “gameName_Data” folder is 290MB. The file “resources.assets.resS” is the biggest offender, weighing in at 192MB. The size of our actual “Assets” folder (the one that shows up in the Editor) is only 145MB. What could be taking up all this extra space? Is there a way to open up the “resources.assets.resS” file and see what’s inside? Does anyone have any insight into what I might be missing that’s taking up an extra 100+ MB?
I have just the same problem. I have a game whose APK is 25MB on Android, installed less than 50MB. The iPhone IPA is 75MB and unpacked it is over 370MB! The biggest culprit is the file “resources.assets.resS”.
Are you using TrueColor sprites/textures? PNG/JPG files in your Assets folder are efficiently compressed but once uncompressed to a TrueColor texture, they take up 10-20x the amount of space. They re-compress well enough in Android’s APKs, but iPhone and Desktop extract the package for runtime leaving your TrueColor textures uncompressed and very large.
What I ended up doing was writing an editor tool to remove all sprite and texture references from all scenes and have another script replace them at runtime by loading them as PNG/JPG files from StreamingAssets. The load time is only slightly longer than it was before and, with some tweaking, my iPhone install size was reduced from about 450MB to 160MB.
You could look at your build report in the editor log to see which assets are taking up the most space in the build, however Unity-packed sprite atlases don’t show up there. I ended up using memory snapshots in the Unity Profiler to help find the largest culprits.
see what ?