Build Report Tool
=== 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, search for the OnPostprocessBuild function in ReportManager.cs and removing/commenting out its PostProcessBuild attribute or deleting that whole function.
=== How to use ===
To show the Build Report Window, simply go to Window > Show Build Report.
Make sure you build your project first. If not, the Build Report Tool will attempt to retrieve build info from your previous session.
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 three main categories: Overview, Used Assets, and Unused Assets.
Overview: Shows Total Build Size, Size Breakdown, and DLLs included.
Size Breakdown: This will report how much your assets take space, per file type category (textures, meshes, sounds, scripts, etc.)
DLLs Included: A small list of all dynamically linked library (DLL) files your project uses, including the DLLs for your scripts, standard Mono DLLs, and other managed DLL plugins you use. It does not include native DLL plugins.
Used Assets: This is a more detailed look on how much your assets take space. Each asset included in your build will be shown here, including the storage space they take while not in their final compressed state yet.
You can click on the filter buttons to view the files per file type.
Clicking on the filename will highlight that file in your Project window. Clicking on its checkbox will select it in the Build Report window. All those selected will have their total file sizes and percentages computed and displayed at the top of the list.
Unused Assets: Shows which of your files are *not* included in your 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 (uncompressed) build size.
While files included as streaming assets will show up in the "Used Assets" section, their size is not accounted for in the "Overview" section.
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 space (one allocation unit) on disk (only one file can use an allocation unit and cannot be shared with other files).
So the size on disk is the space of all those sectors in which the file is saved. That means, usually, the size on disk is always greater than the actual size.
End quote.
Suffice to say that when your game/app will be downloaded over the I
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