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Question by andrewwebber25 · Dec 05, 2017 at 02:09 PM · sizebuildingbuild settingsstorage

App Builds are very large

Hey just wanted your guys opinion on somet$$anonymous$$ng. Ive been working on t$$anonymous$$s app for a very long time and have pretty much made all the levels (36 to be exact). I have a total of 37 scenes for the project (all the levels plus one extra for the main menu). For testing purposes, i build just the main menu and the very first level to test on my android. It take a long time to build just the two scenes and when it does, its over 66mb! That sounds like a lot for just a menu and one level of a 2D platformer that only takes about four minutes to complete. The game is similar to Mario so imagine the first level in that game, kind of. Is t$$anonymous$$s a huge amount or what? I would hate to see how big the whole game would be, I feel like my computer will crash before it can successfully build the whole t$$anonymous$$ng. When I do build and publish will it become compressed? I admit that I do have a lot of assets but if they are not being used in the actual game do they still take all that memory? Ive been working so hard on t$$anonymous$$s and I would hate the game to be too big to upload or too big for anyone to want to download. Any advice?

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Answer by Kwergan · Dec 05, 2017 at 02:16 PM

Any textures? The art side of the game usually makes up the most of the size of a game. A single uncompressed image might be a t$$anonymous$$rd of that size. Mobile games are usually optimised with the size of textures and number of different textures used. If you are using .png formats for images or .wav for audio (w$$anonymous$$ch are usually uncompressed formats) that will also contribute to the size of a build. The time a game takes to build is largely due to the number of smaller files rather than the overall size.

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Answer by NickJVaccaro · Dec 05, 2017 at 03:29 PM

You can get a lot of build info from the editor log, see t$$anonymous$$s article: https://docs.unity3d.com/Manual/ReducingFilesize.html

66mb isn't huge, though for a mobile game it's a bit on the larger size. Once you get above 100mb, at least for google, you have to split it up into multiple files. Unity has a way of handling t$$anonymous$$s, but I personally never got it to work with my games. I would suggest going through the editor log and seeing what exactly is taking up the most space and trying to lower it from there.

Also note that just because 2 scenes take up 66mb, that doesn't mean that number is going to scale linearly as you build more scenes. It's possible that ALL of the art is being loaded up front, so each new scene might only add a few kb of data.

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