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Build Report Tool - Track files in your project that need slimming down!

Discussion in 'Assets and Asset Store' started by AnomalusUndrdog, Apr 14, 2013.

?

How much would you be willing to pay for this?

Poll closed Oct 26, 2015.
  1. $2

    23.5%
  2. $5

    50.0%
  3. $10

    26.5%
  1. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi guys, there will be a quick update coming out to fix the bug about the error message with FileFiltersUsed.xml right after the Build Report window is opened.

    In the meantime, you can do this to fix your own copy:

    Find the comment:
    Code (csharp):
    1. // no dice. create a file filter group xml file at user personal folder
    in FiltersUsed.cs

    add this code below that line:
    Code (csharp):
    1.  
    2.         if (!Directory.Exists(userFileFilterSavePath))
    3.         {
    4.             Directory.CreateDirectory(userFileFilterSavePath);
    5.         }
    6.  
    Alternatively, you can simply create a "UnityBuildReports" folder in your My Docs/home folder. That can also solve the problem.

    Sorry about the inconvenience.
     
    Last edited: May 11, 2013
  2. BGardiner

    BGardiner

    Joined:
    Jan 4, 2013
    Posts:
    12
    I've run into an issue where Unity 4.0.1 permanently freezes after it displays the build report.
    My project is based on the X drive, are there any precoded paths that might be the source of my problem?

    Otherwise this seems like a really great tool.

    Edit: I've tested this on a different project and it is working like a charm.
     
    Last edited: May 15, 2013
  3. mclockw

    mclockw

    Joined:
    Jul 25, 2012
    Posts:
    3
    continually showing error message in Console:

    XmlException: Referenced character was not allowed in XML. Normalization is True, checkCharacters = True Line 16710, position 48.
    Mono.Xml2.XmlTextReader.ReadCharacterReference ()
    Mono.Xml2.XmlTextReader.ReadReference (Boolean ignoreEntityReferences)
    Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace)
    Mono.Xml2.XmlTextReader.ReadContent ()
    Mono.Xml2.XmlTextReader.Read ()
    System.Xml.XmlTextReader.Read ()
    System.Xml.XmlReader.ReadElementString ()
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadPrimitiveValue (System.Xml.Serialization.XmlTypeMapElementInfo elem)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObjectElement (System.Xml.Serialization.XmlTypeMapElementInfo elem)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadMembers (System.Xml.Serialization.ClassMap map, System.Object ob, Boolean isValueList, Boolean readByOrder)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstanceMembers (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstance (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObject (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObjectElement (System.Xml.Serialization.XmlTypeMapElementInfo elem)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadListElement (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, System.Object list, Boolean canCreateInstance)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadMembers (System.Xml.Serialization.ClassMap map, System.Object ob, Boolean isValueList, Boolean readByOrder)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstanceMembers (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstance (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObject (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObjectElement (System.Xml.Serialization.XmlTypeMapElementInfo elem)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadMembers (System.Xml.Serialization.ClassMap map, System.Object ob, Boolean isValueList, Boolean readByOrder)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstanceMembers (System.Xml.Serialization.XmlTypeMapping typeMap, System.Object ob)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstance (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObject (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot (System.Xml.Serialization.XmlTypeMapping rootMap)
    System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot ()
    System.Xml.Serialization.XmlSerializer.Deserialize (System.Xml.Serialization.XmlSerializationReader reader)
     
  4. liszto

    liszto

    Joined:
    Dec 22, 2011
    Posts:
    135
    fast question to know if your project has its meta build with Unity4 or Unity3 ? It's to solve a possible problem on my SVN project due to conflicted meta version between U3 U4. Thanks
     
  5. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    My guess, did you edit your FileFiltersUsed.xml?

    Take note symbols usually have to be html escaped. For example, if you want to display the ampersand symbol () it has to be & to be valid xml.

    Otherwise perhaps a filename in your project's assets counts as invalid for XML. Email me a copy of your FileFiltersUsed.xml and the build report XML file that was generated so I can diagnose it. I sent you a PM of my email address.

     
  6. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi, no path is hardcoded in the Build Report Tool's source code so I'm not sure what the problem is. It could be there are too many assets to display that the machine is running out of memory. On the project that makes Unity unresponsive when the Build Report Tool is used, build your project (without the Build Report Tool so it won't crash), then give me a copy of your Editor.log so I can try recreating the problem on my end.

    I sent you a PM of my email address.
     
  7. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Well that is a bit off-topic but to find out I would try opening the project in Unity 4. If it gives a warning that the project needs to be updated to version 4 then that's a good indicator that the project uses an old version, probably version 3. If it didn't give a warning, then it's already in version 4.

    Try doing it on a copy of your project though, always keep a backup.
     
  8. tinman

    tinman

    Joined:
    Jan 8, 2011
    Posts:
    229
    Does this work for all types of build? Especially web player?
     
  9. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Yup, it does. It's tested and working on web, desktop, and mobile builds.

    I have not tested it on PS3, Xbox, Wii, or Flash though.
     
  10. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    513
    Great work! Just purchased tested, best $5 ever spent... :cool:
     
  11. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    513
    Just a small report, I was doing an Android build and it a seems to think .jar files in Assets/Plugins/Android is not used but actually they are...
     
  12. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi,

    Sorry about that. It currently cannot determine if any native plugin found is being used or not. That includes .jar files.

    But what I'll do is remove them from the "Unused Assets" list so people won't mistake used .jars as unused.

    That'll be included in the next update.
     
  13. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    Please tell me what is that Other Assets?
     
  14. PixelEnvision

    PixelEnvision

    Joined:
    Feb 7, 2012
    Posts:
    513
    Thanks for the prompt reply.

    As far as I know any .jar files placed in Assets->Plugins->Android will be included in the build regardless it's used in code or not. So, if there is a way to simply detect if the build is for Android, I think you may safely include .jar files to the total build size used assets...
     
  15. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Sorry I'm not sure what you mean. There's "Used Assets" and "Unused Assets". "Used Assets" mean those are the files that were included in the build. "Unused Assets" are the files that were not included in the build but is in your project.

    The File Filters has a category called "Unknown", that's simply files that did not fall under any filter category. Were you referring to that?
     
  16. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I see. Well the build size is already calculated beforehand by Unity, but I'm not sure if .jar files are already included in that value. I'll try a test to see.

    But as for total compressed size, that value is accurate, simply because all I do is get the file size of the .apk file.

    UPDATE: Version 1.8 now puts .jar files in the proper place. However, the uncompressed total size still doesn't include native plugins (including .jars). This is because I get the build size value from the editor log file and it's already rounded off, so calculations on it would result in inaccuracy. For that reason, I'd rather leave it alone.
     
    Last edited: May 23, 2013
  17. TechnicalArtist

    TechnicalArtist

    Joined:
    Jul 9, 2012
    Posts:
    736
    thanks for reply
     
  18. Crazy Robot

    Crazy Robot

    Joined:
    Apr 18, 2009
    Posts:
    921
    Hey I love this tool! It's saved me a lot!

    I'm currently building on Android and I've been getting the following yellow cautions after a build, the build still runs on the device:

    When I remove BuildReport the cautions go away.


    Failed to find file ".../Temp/StagingArea/assets/bin/Data/Managed/Mono.Security.dll". Attempting to get from Unity folders.
    UnityEngine.Debug:LogWarning(Object)
    BuildReportTool.ReportManager:parseDLLs(String, Boolean, String, String, String, ApiCompatibilityLevel, StrippingLevel, SizePart[], SizePart[]) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:637)
    BuildReportTool.ReportManager:GetValues(BuildInfo, String[], String, String, String) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:886)
    BuildReportTool.ReportManager:RefreshData(BuildInfo) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:946)
    BuildReportWindow:Refresh() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:134)
    BuildReportWindow:Update() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:142)
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions()


    Failed to find file ".../Temp/StagingArea/assets/bin/Data/Managed/Poly2Tri.dll". Attempting to get from Unity folders.
    UnityEngine.Debug:LogWarning(Object)
    BuildReportTool.ReportManager:parseDLLs(String, Boolean, String, String, String, ApiCompatibilityLevel, StrippingLevel, SizePart[], SizePart[]) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:637)
    BuildReportTool.ReportManager:GetValues(BuildInfo, String[], String, String, String) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:886)
    BuildReportTool.ReportManager:RefreshData(BuildInfo) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:946)
    BuildReportWindow:Refresh() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:134)
    BuildReportWindow:Update() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:142)
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions()


    Failed to find file ".../Temp/StagingArea/assets/bin/Data/Managed/clipper_library.dll". Attempting to get from Unity folders.
    UnityEngine.Debug:LogWarning(Object)
    BuildReportTool.ReportManager:parseDLLs(String, Boolean, String, String, String, ApiCompatibilityLevel, StrippingLevel, SizePart[], SizePart[]) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:637)
    BuildReportTool.ReportManager:GetValues(BuildInfo, String[], String, String, String) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:886)
    BuildReportTool.ReportManager:RefreshData(BuildInfo) (at Assets/BuildReport/Scripts/Editor/ReportManager.cs:946)
    BuildReportWindow:Refresh() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:134)
    BuildReportWindow:Update() (at Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs:142)
    UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
     
  19. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Sorry about that. Those are some minor errors.

    Build Report Tool simply tries to access those files so that it could display their file sizes on the Build Report window.

    But if it couldn't, everything will still work, it just won't be able to display their file sizes. So you don't really need to worry about those warnings.

    Seems for some reason those files were moved out of the staging area folder already by the time the build report was generated. I'll try to look into it when I have the time.

     
    Last edited: May 21, 2013
  20. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,723
    wow awesome tool ^__^!
    Crazy Robot gave to me the url.

    2 questions :

    1- From the Unused Assets Tab, I have a long list of assets.
    There is a label with : Selected 0, Total size 0B, Total Purcentage 0%.
    Well I try to select something from the list but the selection doesn't work.
    If I click on something it just select the file in the Folder tab.
    Is that normal?

    2- Still about the Unused asset.
    Not user to understand :
    - asset not included in the build and then Unused?
    - or asset included into the build but Unused?

    Thanks!

    And I repeat it one more time, this tool is awesome.


    EDIT : I am using iOS pro.
     
  21. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,723
    Finally just found out it does work if you select the file size on each line.
    But doesn't work if you select the file name or else. Only the size column.
     
  22. Crazy Robot

    Crazy Robot

    Joined:
    Apr 18, 2009
    Posts:
    921
    For your other question, the assets that are listed under "Unused" are NOT included in the build.
     
  23. broken

    broken

    Joined:
    Mar 14, 2013
    Posts:
    30
    Hello!

    Is there any way you adapt your Asset for information about the assembly Asset Bundle (BuildPipeline.BuildStreamedSceneAssetBundle and BuildPipeline.BuildAssetBundle scripts)?

    Thanks!
     
  24. derkoi

    derkoi

    Joined:
    Jul 3, 2012
    Posts:
    2,246
    Great asset, just bought it. I was just wondering if there is a way to select all of the unused assets at the same time, so i can delete them from my project?
     
  25. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
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    I'm going to try a variation: a checkbox before each entry to allow you to select it (for size calculation), instead of clicking on the file size which is not easily understood.


    That's a good idea. However I haven't tried making asset bundles yet. I'll see what I can do when I get the time to learn it.


    I thought of that too. I may get around to doing so, coupled with the checkbox idea I mentioned above.
     
  26. paulojsam

    paulojsam

    Joined:
    Jul 2, 2012
    Posts:
    570
    its possible to create a button to "flush out" the unused assets?
     
  27. broken

    broken

    Joined:
    Mar 14, 2013
    Posts:
    30
    it would be great :)
     
  28. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    I found a bug. It has exception on winxp because you are using LOCALAPPDATA because it only exist in vista and above.
     
  29. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    I'll be creating a "Delete all unused assets" button if that's what you mean. However I'd advise you to be careful with such a thing. I made sure that it makes the assets be moved to the Trash folder/Recycle Bin instead of being immediately deleted.

    However some stuff can't be moved to Recycle Bin due to limitations in .NET/Unity: Files that are version control metadata and Unix-style hidden files (files starting with a dot) will be skipped.

    Also, stuff like editor scripts and and files used by the Build Report Tool itself will be skipped by the "Delete all" button, obviously.

    You can still force their deletion by using the "Delete selected assets" in the Build Report Tool. However, some types of files will be deleted outright and not moved to the Trash folder/Recycle Bin (i.e. the version control metadata and Unix-style hidden files mentioned above).


    In any case, I recommend you always keep a backup of your project by using version control or any other method.


    Thanks for that, I'll work on fixing it in the next update.

    UPDATE: These changes have been implemented since version 1.10c
     
    Last edited: Jul 22, 2013
  30. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi guys, a quick heads up.

    I've heard a report that Build Report Tool fails to compile in the new Unity 4.2.

    The error is here:
    I do recall that UT said they dropped support for Power PC Macs, so this error makes sense.

    I'll be sending an update to the Asset Store and it'll take a week at most to go live.

    If you need a quick fix now, simply delete line 123 and 124 of Util.cs and it should work.
     
  31. boriel

    boriel

    Joined:
    Jul 2, 2012
    Posts:
    19
    I was about to post about this (updated to Unity 4.2 yesterday!).
    Just commented the problematic case sentence as a momentary fix as you said and it compiles again.
    Thank you for your fast reaction!! :cool:
     
    Last edited: Jul 26, 2013
  32. Play_Edu

    Play_Edu

    Joined:
    Jun 10, 2012
    Posts:
    722
    great work
     
  33. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,478
    $Screen Shot 2013-08-12 at 21.43.12.png

    I have a question, My level seems to take up most of the space, but I don't know what's taking so much space in the level, is there a way to show this in detail?
     
  34. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    To tell you the truth, that "Levels" entry there simply comes from the editor log. My plugin didn't compute that particular piece of information, it already exists in the log files and the plugin only shows it. I don't really know exactly what "Levels" refers to.

    My guess (and this is only a guess), those are the actual .unity scene files that you have. How many scenes do you have included in your build? If you check the file sizes of all your .unity files, do they sum up as 26.7 MB or more?

    By the way, what are the topmost large files if you look at the "Used Assets" list?
     
  35. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,478
    When I delete some mesh objects from the hierarchy the level size goes down, so yes it is what's inside a level.
    I had only one scene file in the build.
     
  36. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
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    I see. In that case, I'm not sure why it's not the "Meshes" entry that gets affected. Perhaps they're stuff that are not prefabs. Lars, the mesh objects that you deleted to make the size go down, are they prefabs that you made?
     
  37. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
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    yes prefabs.

    A question about the reported unused assets, are they included in the build?
     
  38. AnomalusUndrdog

    AnomalusUndrdog

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    No, unused assets are the ones that were not included in your build.
     
  39. voncarp

    voncarp

    Joined:
    Jan 3, 2012
    Posts:
    187
    Static batching could have a significant impact on your level size. Thats one thing to look out for when batching. At times it is necessary, to find a balance between your draw calls, batching, and an acceptable performance or size for your build.
     
  40. gecko

    gecko

    Joined:
    Aug 10, 2006
    Posts:
    2,238
    I've been using this in another project, very happy with it -- but I just updated it and imported it into a new project, and I get two console errors:

    Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs(1386,69): error CS0117: `Color' does not contain a definition for `red'
    Assets/BuildReport/Scripts/Editor/BuildReportWindow.cs(1395,69): error CS0117: `Color' does not contain a definition for `white'

    Any suggestions?
     
  41. AnomalusUndrdog

    AnomalusUndrdog

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    Color is a struct defined in the UnityEngine namespace. My guess is you also have defined your own Color class/struct and is conflicting with the plugin's use of UnityEngine.Color.

    If that's the case, I suggest you change the name of your own Color class/struct, like MyColor, or something like that, if you really need it. Or, change all occurrences of Color to UnityEngine.Color in the build report tool.
     
  42. kreso

    kreso

    Joined:
    Sep 7, 2013
    Posts:
    133
    Doesn't work for me.
    Mac Unity 4.15f1

    Unity crashes every time after build.

    This is what I get from OSX console:

     
  43. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi kreso,

    For the moment, go to the Build Report Tool's Options, then in the Calculation Level, choose "Do not calculate unused prefabs". Then try again. If crashing still occurs, please do notify me.

    The "Full Report" setting currently causes out-of-memory issues on large projects. I'm in the process of making code to address that.

    EDIT: Version 2.1 implements that fix. PM me if you still have problems with the new version!
     
    Last edited: Sep 27, 2013
  44. kreso

    kreso

    Joined:
    Sep 7, 2013
    Posts:
    133
    This helped.
     
  45. azeitler

    azeitler

    Joined:
    May 14, 2008
    Posts:
    162
    Just picked this up, very nice work. I like that you can move the folder anywhere and it still works, I could do without the constant warning messages that it has been moved, though.

    One thing I found a bit annoying: your script files and classes don't have prefixes, maybe you can change that? Util.cs clashes with other assets from the asset store because it's a very common name. Rename it BRWUtil.cs and you're golden.
     
  46. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Hi azeitler,

    Good call on that. I have a pending update right now, but after that's out, I'll remove those warning messages.

    I'll also prefix "BRT_" to all the script filenames.

    The class names do have prefixes though (of sorts), they're in the BuildReportTool namespace.

    EDIT: Version 2.1.1 is out, adding the aforementioned requested changes.
     
    Last edited: Sep 27, 2013
  47. kaz2057

    kaz2057

    Joined:
    Jan 18, 2011
    Posts:
    326
    First of all congratulation for good tool with hyper competitive price (it is like a present :) )

    I have however a request.

    It is possible to hide .svn and/or any repository file/folder from UNUSED files?
     
  48. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Yes, you'll find it in the options screen.
     
  49. rextr09

    rextr09

    Joined:
    Dec 22, 2011
    Posts:
    416
    Thanks for this great tool. However, for some reason, the build report lists most of the assets as "unused" although they are actually used. I don't know what I did wrong, but it was working correctly until recently. I tired clearing the log files but it didn't help. (I'm using Unity 4.2.1 pro)
     
  50. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
    Jul 3, 2009
    Posts:
    1,546
    Are you by any chance, running two instances of the Unity Editor at the same time? Last I checked, that messes up what gets written in the logs.

    Other reasons I can think of:

    Take note that the build report tool gets its information based on the last build, so if you did some changes, you have to make a build again for it to give proper data again.

    If all else fails check the contents of your Unity Editor log file after making a build. There should be a list of all assets included in the build, and Build Report Tool simply gets that.

    If you find any discrepancy, you can contact me via email so I can help you closely with any bugs in the Build Report Tool. My email is in the plugin's readme.