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Disclaimer: I am at the moment simply exploring strategies and making an attempt to save lots of literal kilobytes simply to see if I can. Please do not give me speeches about how improvement time just isn’t value it.
So I acquired a bit disillusioned that my small recreation with actually 3MB value of belongings takes 70MB of disk house. It must be decrease, proper? If I strive a WebGL construct, it leaves me with 12MBs, so what takes a lot on a Home windows construct?
After that I created a check challenge simply to see what else I can do to do away with Unity’s default engine bloat as belongings are already as optimized as they are often.
Empty challenge. 0 belongings. No code, no textures, no sound, nothing to optimize on my finish. One empty scene.
The construct weighs 65MBs.
I went into Package deal Supervisor and disabled actually all the things. All further packages, all built-in packages. Then went into Challenge Settings and set highest potential engine code stripping high quality.
That left me with 48MB construct. Weirdly sufficient, Unity nonetheless left a variety of executables in Managed folder, e.g. the one for Physics, though it’s completely not used. I can take away them and the sport will nonetheless launch with out crashing… On that observe, I might most likely take away the crash handler and save one other megabyte… However first, I might prefer to see if I can go decrease from Unity itself as an alternative of decapitating construct as soon as it is executed.
Anyway, what are different methods to truly scale back the filesize? Most articles and questions speak about asset optimization, or give attention to WebGL and cellular, the place empty builds are literally inside smart values. Any settings I might use or possibly even belongings that assist with that? I might respect any suggestions.
At the moment worst offenders are:
UnityPlayer.dll (28MB)
mono-2.0-bdwgc.dll (7.5MB)
unity default sources (4.7MB) – do I even want these default sources?
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