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Question by BerggreenDK · Jun 08, 2011 at 12:10 AM · scene-loadingmemorybuild-sizescene-size

Least possible footprint

I dont get it, I've created an empty scene. Added an empty object for axis and a cube. No textures. Then 3 point lights (RGB) and a ultra small script to rotate the cube.

When building t$$anonymous$$s scene, the output is 394 KB ?!?!!?!?!?!? WTF!?

I might understand 30-50 KB, but nearly 400 KB for a minimum footprint? why?

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Answer by Eric5h5 · Jun 08, 2011 at 10:13 PM

A webplayer build that has a scene with a cube and 3 point lights is 50K. Look in the log to see what stuff you're including. For example, all scripts and everyt$$anonymous$$ng in Resources (if it exists) is included regardless of whether they're used or not.

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avatar image BerggreenDK · Jun 09, 2011 at 08:13 PM 0
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aha! so thats why! I did make a complete blank new attempt. And yes, got it down to around 47 KB or so. I am trying to build a small loader screen where I can put a simple fullscreen image for my own splash. Its not pro, so I do know that I cant remove Unity logo and I have no intention either. Just want something pretty to look at while downloading 2-10 MB.

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Answer by Bunny83 · Jun 08, 2011 at 01:07 AM

What kind of build do you have created? When you create a web-build you can see the detailed memory usage in the editor log. Just click the small button at the top right of the console window ("open editor log"). If you search for "`**" you will find the line Player size statistics*`.

"normal" standalone builds work different. They aren't that strong compressed. I just created a webbuild of my test project with some scripts and some prefabs but no textures or mesh data. It creates a unity3d file of 45KB.

The standalone build is much larger of course ;) since it have to include the whole engine ... somet$$anonymous$$ng about 9.5MB + the exe (about 6.5MB)

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avatar image Bunny83 · Jun 08, 2011 at 01:15 AM 0
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I just had a look at your other questions. If you build for iOS i can't share my experience with that since i don't develop for iOS ;)
As far as i know for iOS it also needs the engine to be included. iOS-builds get extremely optimised. It can strip code that isn't needed to reduce the file size

avatar image BerggreenDK · Jun 08, 2011 at 09:09 PM 0
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I currently just use Webplayer/webbuild and I have quite a few things in the asserts as I selected some of the default skybox etc. but I didnt use them in the scene, so thats why I am confused about the initial size.

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