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.
=== Saved Options ===
Options are saved to an XML file named "BuildReportToolOptions.xml".
By default this file is saved inside the BuildReport folder, but can be moved to, and will be recognized at certain paths:
1. inside the BuildReport folder itself
2. inside the topmost Assets folder of your project
3. outside the topmost Assets folder (i.e. in your project folder)
4. in your project folder's ProjectSettings folder
5. in the user's My Documents (inside the same folder where Build Report XML files are saved)
This is in prioritized order, so even if there is an options file in the My Documents folder, if there is also one in the project folder, it will use the one in the project folder instead.
If at any time no options file is found anywhere, it will create a new one inside the BuildReport folder with default values. You can move this file elsewhere in the above mentioned places if you don't want it inside the BuildReport folder.
=== Batchmode Builds ===
You can call BuildReportTool.ReportGenerator.CreateReport() to manually create a build report. Use this in your build scripts to properly create build reports. It should be called after BuildPipeline.BuildPlayer().
Check the file in BuildReport/CustomBuildScriptExample.txt for example code on how it's done.
=== 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
没有合适的资源?快使用搜索试试~ 我知道了~
温馨提示
Cat Sim Online 猫模拟在线 Unity宠物猫模拟游戏项目源码C# 支持Unity版本2019.4.38f1及以上 猫模拟在线描述 在《Cat Sim Online》中,像一只猫或小猫一样生活,养育您最喜欢的猫品种的家庭,这是一款以巨大 3D 世界为背景的全新 RPG 冒险游戏! 作为众多受欢迎的猫品种之一,为自己探索广阔的世界,并进行新的冒险!与朋友一起玩在线多人游戏,组建部落与敌人作战,以确保家人的安全。随着您的家庭成长,解锁新的猫品种,并在 Cat Sim Online 中与猫一起玩耍! 资产可能来自在 Unity 外部创建的文件,例如 3D 模型、音频文件、图像或 Unity 支持的任何其他类型的文件。您还可以在 Unity 中创建一些资源类型,例如动画控制器、音频混合器或渲染纹理
资源推荐
资源详情
资源评论
收起资源包目录
Cat Sim Online 猫模拟在线 Unity宠物猫模拟游戏项目源码C# (2000个子文件)
._CharacterJoint 4KB
._CloudWebServicesManager 4KB
._ConfigurableJoint 4KB
._Debug 4KB
._DelayedCallManager 4KB
._GameAssemblies 4KB
._HingeJoint 4KB
._Library 4KB
._MasterServerInterface 4KB
._Packages 4KB
._PerformanceReportingManager 4KB
._PlayerSettings 4KB
._Projector 4KB
._ProjectSettings 4KB
._RuntimeInitializeOnLoadManager 4KB
._ScriptMapper 4KB
._SpringJoint 4KB
._UnityAnalyticsManager 4KB
._UnknownAssets 4KB
ProjectSettings.asset 20KB
InputManager.asset 9KB
QualitySettings.asset 7KB
GraphicsSettings.asset 4KB
._VFXManager.asset 4KB
._UnityConnectSettings.asset 4KB
._QualitySettings.asset 4KB
._ClusterInputManager.asset 4KB
._TagManager.asset 4KB
._EditorBuildSettings.asset 4KB
._NavMeshAreas.asset 4KB
._AudioManager.asset 4KB
._DynamicsManager.asset 4KB
._XRSettings.asset 4KB
._Physics2DSettings.asset 4KB
._EditorSettings.asset 4KB
._NetworkManager.asset 4KB
._InputManager.asset 4KB
._TimeManager.asset 4KB
._GraphicsSettings.asset 4KB
._PresetManager.asset 4KB
._ProjectSettings.asset 4KB
._PackageManagerSettings.asset 4KB
NetworkManager.asset 4KB
Physics2DSettings.asset 1KB
NavMeshAreas.asset 1KB
DynamicsManager.asset 1KB
TagManager.asset 1KB
PackageManagerSettings.asset 863B
UnityConnectSettings.asset 853B
EditorSettings.asset 631B
EditorBuildSettings.asset 468B
AudioManager.asset 355B
VFXManager.asset 308B
TimeManager.asset 202B
XRSettings.asset 158B
PresetManager.asset 146B
ClusterInputManager.asset 114B
UnknownObject.bytes 7KB
._UnknownObject_7.bytes 4KB
._UnknownObject_1.bytes 4KB
._UnknownObject_4.bytes 4KB
._UnknownObject_6.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject_3.bytes 4KB
._UnknownObject_5.bytes 4KB
._UnknownObject_0.bytes 4KB
._UnknownObject_2.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject_7.bytes 4KB
._UnknownObject_1.bytes 4KB
._UnknownObject_10.bytes 4KB
._UnknownObject_4.bytes 4KB
._UnknownObject_6.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject_8.bytes 4KB
._UnknownObject_9.bytes 4KB
._UnknownObject_3.bytes 4KB
._UnknownObject_5.bytes 4KB
._UnknownObject_0.bytes 4KB
._UnknownObject_2.bytes 4KB
._UnknownObject_11.bytes 4KB
._UnknownObject_7.bytes 4KB
._UnknownObject_1.bytes 4KB
._UnknownObject_4.bytes 4KB
._UnknownObject_6.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject_8.bytes 4KB
._UnknownObject_3.bytes 4KB
._UnknownObject_5.bytes 4KB
._UnknownObject_0.bytes 4KB
._UnknownObject_2.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
._UnknownObject.bytes 4KB
共 2000 条
- 1
- 2
- 3
- 4
- 5
- 6
- 20
资源评论
小云同志你好
- 粉丝: 1051
- 资源: 1001
下载权益
C知道特权
VIP文章
课程特权
开通VIP
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
最新资源
- 基于Javascript和Python的微商城项目设计源码 - MicroMall
- 基于Java的网上订餐系统设计源码 - online ordering system
- 基于Javascript的超级美眉网络资源管理应用模块设计源码
- 基于Typescript和PHP的编程知识储备库设计源码 - study-php
- Screenshot_2024-05-28-11-40-58-177_com.tencent.mm.jpg
- 基于Dart的Flutter小提琴调音器APP设计源码 - violinhelper
- 基于JavaScript和CSS的随寻订购网页设计源码 - web-order
- 基于MATLAB的声纹识别系统设计源码 - VoiceprintRecognition
- 基于Java的微服务插件集合设计源码 - wsy-plugins
- 基于Vue和微信小程序的监理日志系统设计源码 - supervisionLog
资源上传下载、课程学习等过程中有任何疑问或建议,欢迎提出宝贵意见哦~我们会及时处理!
点击此处反馈
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功