A GameObject’s functionality is defined by the Components attached to it. To see how this looks in-game, zoom in on a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. More info See in Glossary window reduce the Max Size. To do this without modifying the actual source content, select the Texture in the Project view, and in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. If that doesn’t reduce the file size enough, try to reduce the physical size (in pixels) of the Texture images. See documentation on platform-specific Texture compression for more information. The first solution to this is to use compressed Texture formats A file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. Textures usually take up the most space in the build. Suggestions for reducing build size Textures You might be able to replace Assets in the Resources folder with AssetBundles - this means that Unity loads Assets dynamically, thereby reducing the player size. With this in mind, you should make sure that the only Assets in the Resources folder are the ones you need for the game. The only Assets that are not removed are scripts (which are generally very small anyway) and Assets in the Resources folder (because Unity can’t determine which of these are needed and which are not). Unity strips most unused Assets during the build, so you don’t gain anything by manually removing Assets from the Project. png file does not make any difference to build size, so you should stick to the format that is most convenient for you during development. For example, if you have a multi-layer Photoshop Texture in the Project, it is flattened and compressed before building. Unity re-codes imported Assets into its own internal formats, so the choice of source Asset type is not relevant. The Editor Log helps you identify Assets that you might want to remove or optimize, but you should consider the following before you start: The headers normally make very little difference to Asset size, but the value might be large if you have numerous large Assets in the Resources folder. The File headers mentioned in the list are not Assets - they are actually the extra data that is added to “raw” Asset files to store references and settings. More info See in Glossary usually have the smallest impact. More info See in Glossary, Levels and Shaders A program that runs on the GPU. ![]() Typically, things like Textures, Sounds and Animations take up the most storage, while Scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. ![]() The Editor Log provides a summary of Assets broken down by type, and then lists all the individual Assets in order of size contribution. Go to the Console window (menu: Window > General > Console Abbreviation of game console See in Glossary), click the small drop-down panel in the top right, and select Open Editor Log. This information is available in the Editor Log just after you have performed the build. The first step in reducing the size is to determine which Assets contribute most to it, because these Assets are the most likely candidates for optimization. Keeping the file size of the built app to a minimum is important, especially for mobile devices or for app stores that impose a size limit.
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