Build Report Tool README
Note: If you are upgrading Build Report Tool in your project, delete the current BuildReport folder first before importing the new one! This will eliminate any potential metadata file conflicts with the old Build Report Tool.
To show the Build Report Window, go to Window > Show Build Report.
If Build Report Tool doesn't show up when you do that, you may have to reset your Unity Editor layout. Choose Window > Layouts > Default.
Then try opening the Build Report Window again.
=== Important Notes ===
In case you get any build errors that you think might be caused by the Build Report Tool, try disabling the Build Report Window from showing automatically whenever you build.
You can do this by opening the Build Report window, going to options, then uncheck "Collect and save build info automatically after building". If that doesn't work, you can simply delete the files in the Build Report Tool as a last resort.
=== Erroneous Values ===
The Build Report Tool gets much of its data from the Unity Editor's log file. Extremely large projects with large file sizes may get erroneous values. If you experience this, check your Editor log file: Go to your Console View (go to Window > Console, or press ctrl + shift + C). In the Console View's upper right corner, click the button "Open Editor Log".
If the Unity Editor's log file itself is showing wrong values for your file sizes, you may want to submit a bug report to Unity (go to Help > Report a Bug).
=== How to use ===
To show the Build Report Window, go to Window > Show Build Report.
Make sure you build your project first. If not, Build Report Tool has no data to get and will not work.
However, it won't care if the project you built last time isn't the same one you currently have open. So it's always best to build your project before you look at the Build Report Window.
You can also save build reports to XML files, or open previously saved ones. Whenever you build your project, the Build Report Tool will automatically generate a build report and save it. If you don't want the Build Report Tool to do that automatically, you can disable it in the options.
=== Parts ===
A build report is broken into five main categories:
1. Overview: Summary of the report.
2. Project Settings: Shows project settings that were used upon time of building.
3. Size Stats: Shows the build's file size, and a table breaking down of which assets are taking up what percentage of space on the build.
4. Used Assets: Shows a list of *all* assets that were included in the build, along with how much space they take.
5. Unused Assets: Shows a list of assets in the project that were *not* used for the build. This is useful for finding out which assets are not used anymore that perhaps you may want to delete to save space.
=== What's counted in the Build Report ===
The Build Report only takes into account your assets' size, plus managed DLLs. The real final size of your build may be larger or smaller depending on the platform.
In desktop and mobile builds, the build size reflects the size of the resulting sharedassets0.assets, sharedassets1.assets (and so on) files that are generated. Also counted are the files in the "Managed" folder (Mono DLLs, your scripts in compiled DLL form, plus other managed DLLs in your project).
All other files are not counted in the total build size. That includes native plugins.
But take note, native plugins will still show up in the asset lists, it is only that their size that is not counted in the "Total Used Assets Size".
Files in your StreamingAssets folder are not included in the "Used Assets Size Breakdown" table. However, their total size is still indicated, and those files are still included in the "Used Assets" list.
In desktop builds, you may find a "unity default resources" file in your build. Inside that are defaults, like the default GUI Skin, default font for the GUI, default shaders, the built-in cube, cylinder, or capsule, default white material, etc.
That file is also not counted in the Build Report.
See discussion here: http://forum.unity3d.com/threads/120081-unity-default-resources
In Windows, your resulting .exe file is also not considered in the Build Report as that is considered a "boilerplate" resource. The contents of your .exe file is largely standard among all Windows programs built in Unity, with some minor changes.
In web builds, your .unity3d file is a compressed archive of all your used assets, your Unity scene files, your scripts' resulting managed DLLs, any managed DLLs from the Mono standard library your build needs, plus any managed DLLs that you explicitly included.
Take note there are several Mono libraries that cannot be included for web due to considerations for web browser security.
In iOS builds, the total build size only represents the size of the game before it gets compiled and packaged into an .app file in Xcode. The size may get smaller once it gets packaged into an .ipa file.
Note: Managed DLLs mean DLL files containing compiled .NET/Mono code. Native DLLs mean DLL files built out of code that wasn't .NET/Mono (usually C/C++).
=== Prefab Instances in Scenes ===
If you have prefab instances in a scene, they don't actually count in the editor log's build info. Why exactly, I'm not sure.
My guess is things work this way: Actually during runtime, the concept of prefabs do not exist anymore. As far as Unity is concerned, they are all just game objects.
Instantiate actually merely duplicates/clones an existing game object (whether it is currently residing in the scene or exists as a prefab in the assets folder). (side note: you can actually use Instantiate to duplicate a game object, even if it is not a prefab)
As such, during runtime, prefab connections get lost. Once you run the game, prefab instances are simply considered regular game objects. I assume the same thing happens when you build your game.
So the prefab files in your project are not included in the build. Instead, the individual prefab instances that are in your scenes are the ones counted in the file size (technically their file sizes are in the scene files' file sizes).
Two exceptions:
1. If your prefab file is in a Resources folder, it gets included in the build.
2. If your prefab is referenced from a script via a variable/field, then it is included in the build.
Basically what it means is if you created your code in such a way that you need to instantiate a prefab at runtime (regardless of whether an instance of it is in the scene already or not) then Unity has no choice but to include it in the build.
So you may find some prefab files in the "Used Assets" section that do not show a size reading. Those are the prefabs that were used in scenes but are not in a Resources folder, nor referenced as a variable.
=== Size Readings ===
Why is the build size larger when shown in Windows Explorer?
You may find that the sizes in the Build Report Tool are different from the sizes of the files on disk. This is normal. Here is a good explanation why: http://superuser.com/questions/66825/what-is-the-difference-between-size-and-size-on-disk
Quote:
We know that a disk is made up of Tracks and Sectors. In Windows that means the OS allocates space for files in "clusters" or "allocation units".
The size of a cluster can vary, but typical ranges are from 512 bytes to 32K or more. For example, on my C:\ drive, the allocation unit is 4096 bytes. This means that Windows will allocate 4096 bytes for any file or portion of a file that is from 1 to 4096 bytes in length.
...
Another example would be if I have a file that is 2000 bytes in size. The file size on disk would be 4096 bytes. The reason is, because even though the entire file can fit inside one allocation unit, it still takes up 4096 of spa
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Perfect Hit完美一击Unity控球瞄准游戏项目源码C# (1598个子文件)
play-services-ads-11.2.2.aar 994KB
support-compat-25.2.0.aar 621KB
play-services-basement-11.2.2.aar 353KB
play-services-ads-lite-11.2.2.aar 280KB
support-media-compat-25.2.0.aar 257KB
support-core-ui-25.2.0.aar 237KB
support-fragment-25.2.0.aar 153KB
support-core-utils-25.2.0.aar 92KB
play-services-gass-11.2.2.aar 20KB
support-v4-25.2.0.aar 2KB
Collectibles.anim 9KB
GunFire.anim 8KB
ExitRotation.anim 6KB
Fever.anim 5KB
GunIdle.anim 5KB
+1.anim 4KB
Lose.anim 3KB
MenuOut.anim 3KB
MenuIn.anim 3KB
ProjectSettings.asset 19KB
LightingData.asset 13KB
EffectsProfile.asset 8KB
InputManager.asset 6KB
QualitySettings.asset 5KB
CFX_Mesh_Circular1.5.asset 4KB
GraphicsSettings.asset 2KB
Physics2DSettings.asset 1KB
NavMeshAreas.asset 1KB
DynamicsManager.asset 1KB
PresetManager.asset 824B
UnityConnectSettings.asset 812B
EditorSettings.asset 643B
TagManager.asset 524B
AudioManager.asset 377B
EditorBuildSettings.asset 268B
TimeManager.asset 195B
NetworkManager.asset 159B
ClusterInputManager.asset 120B
Gun.controller 4KB
StartingPanel.controller 3KB
Collectibles.controller 2KB
Parent.controller 2KB
LosePanel.controller 2KB
Fever.controller 2KB
+1.controller 2KB
BRT_ReportGenerator.cs 73KB
CFXEasyEditor.cs 47KB
BRT_Util.cs 40KB
BRT_AssetListScreen.cs 35KB
BRT_BuildSettingsScreen.cs 35KB
BRT_UnityBuildSettingsUtility.cs 32KB
BRT_Options.cs 25KB
BRT_UnityBuildSettings.cs 23KB
BRT_BuildReportWindow.cs 20KB
BRT_OptionsScreen.cs 16KB
BRT_AssetList.cs 16KB
BRT_BuildInfo.cs 15KB
Externs.cs 11KB
BRT_FileFilters.cs 9KB
BRT_SizeStatsScreen.cs 9KB
PlayerController.cs 9KB
RewardBasedVideoAdClient.cs 9KB
BRT_WindowLabels.cs 8KB
NativeExpressAdClient.cs 8KB
CameraShaker.cs 8KB
Utils.cs 8KB
BannerClient.cs 8KB
BRT_FiltersUsed.cs 7KB
ParticleScalerUtility.cs 7KB
BRT_OverviewScreen.cs 7KB
InterstitialClient.cs 7KB
CameraShakeInstance.cs 6KB
AdLoaderClient.cs 6KB
DummyClient.cs 5KB
DldUtil_BigFileReader.cs 5KB
CFX3_Demo.cs 5KB
CustomNativeTemplateClient.cs 5KB
DldUtil_GetRspDefines.cs 5KB
CFX_SpawnSystem.cs 5KB
ShakeDemo.cs 5KB
GoogleMobileAdsClientFactory.cs 5KB
AdLoader.cs 5KB
NativeExpressAdClient.cs 4KB
NativeExpressAdView.cs 4KB
RewardBasedVideoAdClient.cs 4KB
RewardBasedVideoAd.cs 4KB
ApproximatelyEquals.cs 4KB
BannerView.cs 4KB
AdRequest.cs 4KB
Randomness.cs 4KB
BannerClient.cs 4KB
CameraFollow.cs 4KB
InterstitialClient.cs 4KB
AdMobManager.cs 4KB
GameController.cs 4KB
InterstitialAd.cs 3KB
AdLoaderClient.cs 3KB
CameraShakePresets.cs 3KB
SnakeBalls.cs 3KB
Utils.cs 3KB
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