I have a project that when built occupied a lot of space(~850mb). The problem was that the sprites folder was about 1.3 gb large. I reduced the resolution of most of the sprites and got the folder to about 350mb, but when i build the game it is still about 700 mb big. I looked in the editor logs and this is what i got:
Build Report
Uncompressed usage by category (Percentages based on user generated assets only):
Textures 578.7 mb 84.7%
Meshes 0.0 kb 0.0%
Animations 30.2 kb 0.0%
Sounds 75.5 mb 11.0%
Shaders 1.1 mb 0.2%
Other Assets 3.8 mb 0.6%
Levels 8.5 mb 1.2%
Scripts 2.2 mb 0.3%
Included DLLs 13.4 mb 2.0%
File headers 92.9 kb 0.0%
Total User Assets 683.5 mb 100.0%
Complete build size 728.3 mb
If I look on the next row, it starts to list all the files that are being included and their size. It says that I have one sprite that takes up 8.5mb, but when I look at it in the project folder it is only 1.6mb. My whole asset folder is around 600mb, I don’t understand how can the build be bigger than that.
The texture compression / format of the original asset has nothing to do with how big the asset is in the build itself.
If you have a 200kb jpg file but unity does not compress it it can be 40 times more.
The file types that you can view on your desktop are needed to be converted to GPU friendly data but they are in most cases bigger.
Check that you only use the needed size and enable texture compression in your textures.
Another big part is that all Asset in the resources folder all always included (if they are referenced or not)
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