In the unity project top most folder is (usually) “Assets” and inside this folder there are different folders.
Some have their own importance based on their names eg: “Resources”& “Editor” and
Some folders are created when you get any plugin/tool from asset-store ( these folders even have documentation inside them) and
Some are user created folders.
As there might be allot of things that reside inside the folders under “Assets” which we dont want to land inside game/app build and 3rd party plugin documentation is one of those.
I am curious to know which of these folders go inside build and which once are ignored when you build to publish app/game ?
What is the good way of trimming the size of the build ( -besides removing everything which you dont need) ?
Unity engine dependencies (several MB, depending on platform)
All scripts, including DLLs and compiled assemblies
All scenes files registered in build settings
Any assets contained or referenced from those scene files
Any assets contained in a “Resources” folder
Any raw files contained in a “StreamingAssets” folder
If your builds are too big, you can find some great advice in the manual: Reducing the File Size of the Build. Texture and audio compression are usually the best savings up front, but you should check the editor log to see which assets and asset types are taking up the most space.
Generally speaking, assets are only included in a build if they are actually used in your game. So readme files etc in /Assets make no difference to the built filesize.
The exception is files in the /Resources directory, which are always included.