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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
    @ferretnt Ok, it just happened to me when I clicked on "Show Build Report" while Unity was still compiling upon doing a cleam import of the BRT package (it doesn't occur anymore once BRT had been compiled properly).

    I'm guessing the Unity editor still thinks the window is open even though it didn't because of the recompilation. I just had to cause Unity to recompile (edit a source code file, save, go back to the Unity window) and it works fine again.


    Haha! That'd be something, I'm actually wondering if I should purchase Unity 5 now. Got enough to buy it but still thinking about it.
     
  2. Freezy

    Freezy

    Joined:
    Jul 15, 2012
    Posts:
    234
    three words:
    preorder upgrade discount ;-)

    not sure if it is still available though
     
  3. Liszt

    Liszt

    Joined:
    Jan 12, 2015
    Posts:
    29
    What happen with your Unity 5 version ? Maybe I could help. (Ex liszto that have been blocked by Unity due to multiple login and I didn't find a way to ask an unlock actually)..
     
  4. AnomalusUndrdog

    AnomalusUndrdog

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    I still don't have a Unity 5 license unfortunately. I'll let you guys know what happens.
     
  5. Liszt

    Liszt

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    I'll check this asap. I will edit my result here.
     
  6. Freezy

    Freezy

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    Maybe you could contact unity for a free beta, seeing as your plugin is a huge thing for developers it would be a shame to watch it fall into the pit of deprecation.

    Feel free to quote me on this ;-)

    P.s. to other readers, like this post to show your support for this statement
     
    AdamKane, WPCJack, mcmorry and 2 others like this.
  7. Liszt

    Liszt

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    Jan 12, 2015
    Posts:
    29
    Hi,
    I just fixed all the problem for the 5.0 unity version with Build Report Tools. Anomalus, can I send you the files who were involved ? And maybe to Freezy ?
    I added some PS4 variables in settings.
    Tell me what you prefer cause it's your plugin not mine ;)
     
    Last edited: Jan 22, 2015
    cavila, jimboyte and Freezy like this.
  8. vurasl

    vurasl

    Joined:
    Jan 28, 2015
    Posts:
    1
    I purchased your Build Report Tool to see if I can see which assets are taking more memory.

    The reason I want to know that is because my project is very large and is crashing with out of memory when I try to buld it.


    So, I ran the build and unity crashes with out of memory and I restarted unity and started your build report tool to see what happens in the last crashed build.

    But, your build tool says: No build Info. Even if I click on Get Log, nothing happens.

    I can open the Editor.Log and Editor-prev.Log files just fine.


    Can you help me figure this out why the build report tool is not able to parse the log file?

    Note: From the log file I can see the lines for the out of memory crash and all.
     
  9. AnomalusUndrdog

    AnomalusUndrdog

    Joined:
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    Here's something you can try:

    Make sure to keep a copy of the log file where your build was successfully generated (even though it crashed).

    Open the Build Report Tool window, open the options screen:



    Choose "Set Override Log" and select the log file which has your build information.

    Now, when you click "Get Log" it will make use of that log file.

    If it still says there's no build info, then that means Unity must be crashing before it had the chance to record the build info into the log.

    Also, you can try sending me a copy of your editor log file via email, and I'll study it.
     
    Last edited: Jan 29, 2015
  10. AnomalusUndrdog

    AnomalusUndrdog

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    Well once Unity 5 is out for official release, I'm sure it'll have a free version. By then I can edit Build Report Tool to make it compatible.

    @Liszt I sent you a pm yesterday
     
  11. Liszt

    Liszt

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    Sorry for my lack of answer ! I'll send all my modification to @AnomalusUndrdog today or tomorow !
     
  12. Freezy

    Freezy

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    Jul 15, 2012
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    As an asset store publisher you might have received a Unity 5 beta key, I got one even though I already bought Unity 5.
    But it's nice to have a spare for now :p
     
  13. AnomalusUndrdog

    AnomalusUndrdog

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    Oh yes, actually :p forgot to mention it.

    I'm currently busy preparing for GDC, so I'll get back to this when all the dust has settled.
     
    Freezy likes this.
  14. jimboyte

    jimboyte

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    Feb 25, 2013
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    Can you help me with changes to get Build Report working with Unity5? Any help is much appreciated! Sincerely, jim
     
  15. jimboyte

    jimboyte

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    When will build report for Unity 5 be ready?
     
  16. AnomalusUndrdog

    AnomalusUndrdog

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    @jimboyte: Sorry for the delay. I just got my new work laptop so I can start working on it again. I'll work on it as soon as I finish installing all the essentials.

    UPDATE: I've sent an update to the plugin. Might take a week or so for it to go live on the Asset Store.
     
    Last edited: Mar 17, 2015
    jimboyte likes this.
  17. coshea

    coshea

    Joined:
    Dec 20, 2012
    Posts:
    317
    Hey

    Great asset, very useful. Sadly it stops Unity Cloud Builds from working.

    Their suggestion is to put "UNITY_CLOUD_BUILD preprocessor defines around the code in BRT_ReportManager.OnPostprocessBuild()"

    Just thought you should know,
     
  18. AnomalusUndrdog

    AnomalusUndrdog

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    @coshea Thanks for the heads up. I haven't tried Unity Cloud Build yet. I'll look into it when I get the time.
     
  19. jimboyte

    jimboyte

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    Any word on Build report for Unity 5? Is there any way you can email a patch while we wait?

    Thanks!
     
  20. AnomalusUndrdog

    AnomalusUndrdog

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    @jimboyte I've already submitted a new version to the Unity Asset Store. It usually takes them 1-2 weeks to approve it.

    I'll send you a PM regarding a patch.
     
  21. AnomalusUndrdog

    AnomalusUndrdog

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    Ok the update is now live. Version 3.0.9 now makes Build Report Tool compatible with Unity 5, but take note the fix for Unity Cloud build isn't there yet.
     
    Freezy likes this.
  22. Liszt

    Liszt

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    Jan 12, 2015
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    All my fixes were fine or not ? Just to know if all was good for ya ;)
     
  23. nunesbarbosa

    nunesbarbosa

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    Jul 17, 2012
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    Hey, one thing that should be awesome is to open the .xml report in a web browser with the same statistics as the editor interface.

    At an end of a milestone I need to show my client why the game is running in low performance and why the build size is huge and some times it is his decision to cut or lower textures/sounds, etc.

    I can't send him the .xml and a print screen don't show everything I need to show (I need at least 5 print screens).
     
  24. AnomalusUndrdog

    AnomalusUndrdog

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    @Liszt: sorry for the late reply. although I didn't exactly take the changes you made, it's been helpful at least.

    @nunesbarbosa: that's definitely one of the ideas I've had for Build Report Tool, and it should be fairly easy. Unfortunately I'm swamped with work right now, but I'll let you all know how it goes.
     
  25. AnomalusUndrdog

    AnomalusUndrdog

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    Hi, sorry for taking so long (lots of work), but I finally got into experimenting with the Unity Cloud Build. Tried out a mostly empty project that has Build Report Tool in it, built to web platform, worked ok. Maybe their cloud build system was updated since then to take care of that?

    Do you still get that error with the cloud build? To what platform is your cloud build building to?

    Also when you say UNITY_CLOUD_BUILD preprocessor define, is that preprocessor define officially a part of the Unity defines? Cause I don't see them here in the docs. Or did you mean I should just make one myself and it's up to the user to define it or not?
     
    Last edited: Jun 1, 2015
  26. cloudyshark

    cloudyshark

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    Dec 9, 2014
    Posts:
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    Hey there. Just wanted to start by saying this tool has been very helpful. I've been using it for about 1 1/2 years now. Thanks for the great work.

    I'm having an issue though now that I've switched to Unity 5. The Used Assets does not contain all of my Used Assets. It says my Used Asset size is now 31.4MB before upgrading to Unity 5 the Used Asset size was always around 200MB. It says we have 3 Textures and 11 Prefabs, but before we have over 1000 textures and over 100 prefabs. When I upgraded I made sure to completely remove the plugin before importing the upgrade.

    Built with the following:
    Unity Pro 5.0.2f
    iOS
    Replace Build
     
  27. AnomalusUndrdog

    AnomalusUndrdog

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  28. GrapeLeaf

    GrapeLeaf

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    Mar 11, 2015
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    Hey!
    Do i need a Unity5 pro license or am i able to use the build report tool with the personal edition?
     
  29. AnomalusUndrdog

    AnomalusUndrdog

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    @GrapeLeaf: You can use the personal edition for this.
     
    GrapeLeaf likes this.
  30. ProtoJazz

    ProtoJazz

    Joined:
    Nov 27, 2012
    Posts:
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    I get 2 issues when trying to run your plugin on unity 5.03,

    I get a compile error

    Assets/BuildReport/Scripts/Editor/ReportGeneration/BRT_UnityBuildSettingsUtility.cs(275,44): error CS1502: The best overloaded method match for `UnityEditor.PlayerSettings.HasAspectRatio(UnityEditor.AspectRatio)' has some invalid arguments



    And then I also get
    ArgumentException: enumType is not an Enum type.
    Whenever it tries to open the log
     
  31. AnomalusUndrdog

    AnomalusUndrdog

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    Alright, I'll look into it. I'll test it in Unity 5.0.0 since that's what I have already, but I'll also download that specific version just in case.
     
  32. ProtoJazz

    ProtoJazz

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    Nov 27, 2012
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    Oops, I ment 5.02
     
  33. AnomalusUndrdog

    AnomalusUndrdog

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    Hmmm I have a question, to what platform are you building your project? I think some .NET commands are not available depending on the target platform, which may be the reason for that error.
     
  34. AnomalusUndrdog

    AnomalusUndrdog

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    Ok I submitted a new version that adds a fix for the AspectRatio bug that @ProtoJazz mentioned. It'll take a while for it to go live.

    UPDATE: Version 3.0.10 is live
     
    Last edited: Jul 3, 2015
  35. Fronne

    Fronne

    Joined:
    Sep 25, 2014
    Posts:
    112
    Hi Underdog,
    I got two errors right after Importing BRT in Unity 5.1.1...

    Assets/BuildReport/Scripts/Editor/ReportGeneration/BRT_UnityBuildSettingsUtility.cs(284,44): error CS1502: The best overloaded method match for `UnityEditor.PlayerSettings.HasAspectRatio(UnityEditor.AspectRatio)' has some invalid arguments

    Assets/BuildReport/Scripts/Editor/ReportGeneration/BRT_UnityBuildSettingsUtility.cs(284,44): error CS1503: Argument `#1' cannot convert `AspectRatio' expression to type `UnityEditor.AspectRatio'

    I commented out code below (line 284) to be able to use BRT:

    /*if (PlayerSettings.HasAspectRatio(aspectRatios[n]))
    {
    aspectRatiosList.Add(aspectRatios[n].ToString());
    }*/


    Please Fix ASAP,
    Cheers,
    Franco Palmieri - Fronne
     
    Last edited: Jul 7, 2015
  36. AnomalusUndrdog

    AnomalusUndrdog

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    @Fronne: I'll look into it. Thanks for mentioning.
     
  37. AnomalusUndrdog

    AnomalusUndrdog

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    @Fronne: By the way, is your project using some 3rd party plugin? I suspect your code also declares its own AspectRatio enum/class which is causing a conflict.

    Can you try changing the array declaration above that piece of code to this:

    Code (CSharp):
    1. UnityEditor.AspectRatio[] aspectRatios = {
    2.             UnityEditor.AspectRatio.Aspect4by3,
    3.             UnityEditor.AspectRatio.Aspect5by4,
    4.             UnityEditor.AspectRatio.Aspect16by9,
    5.             UnityEditor.AspectRatio.Aspect16by10,
    6.             UnityEditor.AspectRatio.AspectOthers
    7.         };
    And see if the part you commented out will work now?
     
    Last edited: Jul 7, 2015
  38. Fronne

    Fronne

    Joined:
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    Hi UnderDog,
    Thnx a lot for the fast reply!

    That solved the problem, I found the 3rd Party Plugin causing the conflict too, the Plugin is named MultiPlatform ToolKit:
    https://www.assetstore.unity3d.com/en/#!/content/2116

    I don't use the plugin in this project but others might, perhaps you can rename some of the code to get a permanent fix in the next release. I will drop an email to Owlchemy Labs so they are aware of this problem too...

    Cheers,
    Franco Palmieri - Fronne
     
  39. AnomalusUndrdog

    AnomalusUndrdog

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    @Fronne: Alright, thanks for confirming it. I'll release a bugfix update regarding that soon.

    UPDATE: version 3.0.11 is released and contains a bugfix for that
     
    Last edited: Jul 13, 2015
  40. Assets-Reporter

    Assets-Reporter

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  41. AnomalusUndrdog

    AnomalusUndrdog

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    Assets-Reporter likes this.
  42. wenqisong

    wenqisong

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    May 4, 2015
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    Thanks Anomalus for the awesome asset, it is really helpful.
    But I have a question, is there any way that I can use the tool from command line to generate report. I mean generating results without GUI, is that possible?

    Thanks!
     
  43. Fronne

    Fronne

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    I noticed the new release in Unity, thanks again for reacting at Warp Speed...

    Cheers,
    Franco Palmieri - Fronne
     
  44. AnomalusUndrdog

    AnomalusUndrdog

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    @wenqisong: Sorry for the late reply. To answer the question, yes, but only if you also build your game from the command line. That is because Build Report Tool can only generate a report properly after Unity makes a build (the needed data is in the build log).

    If you make Unity create a build of the game from the command line (batchmode build), Build Report Tool will automatically generate a report. You can disable this report auto-generation in BRT's Options in the GUI.

    See this page in the docs on how to build from the command line: http://docs.unity3d.com/Manual/CommandLineArguments.html
     
  45. Tinjaw

    Tinjaw

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    Jan 9, 2014
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    I have owned your asset for months (probably over a year), but I have only now begun to use it.

    My first question concerns Unused Assets. I see the BRT's own assets are included. I doubt I want to delete those. Is there some way to filter them out of the list?
     
  46. AnomalusUndrdog

    AnomalusUndrdog

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    @Tinjaw: Makes sense. There's already code to ensure BRT's assets never get deleted by BRT itself. But I'll add an option to hide BRT's assets in the Unused Assets list.
     
  47. Tinjaw

    Tinjaw

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    @AnomalusUndrdog : I have updated Unity to 5.2.1f1 and BRT seems to have stopped working. Unity probably made some change in the build process. Can you please test against that version to see if it is just me or a problem with that version?

    Thanks
     
  48. FuguFirecracker

    FuguFirecracker

    Joined:
    Sep 20, 2011
    Posts:
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    Unity 5.2.1
    Not working
    No build report.
    No log.

    Build Report Tool: No build info found. Build the project first. If you have more than one instance of the Unity Editor open, close all of them and open only one.
    UnityEngine.Debug:LogWarning(Object)
     
  49. AnomalusUndrdog

    AnomalusUndrdog

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    I recently tested Build Report Tool in Unity 5.2.1f1 (using Windows 8.1). Things were working fine so far.

    I also tested it in Mac OS X (using Unity 5.2.0). I'll download Unity 5.2.1f1 for Mac and see if there's anything wrong.

    @Tinjaw: Did you get any error message? If so, please send a screenshot.


    @FuguFirecracker: It should work right after you build your project the usual way. So you need to build your project first, then try creating the build report.

    If it still doesn't work, please give me a copy of your Editor.log file right after successfully making a build, so I can diagnose the problem. The Editor.log file should be in your C:\Users\your username\AppData\Local\Unity\Editor\Editor.log if in Windows or ~/Library/Logs/Unity/Editor.log if in Mac. See manual page: http://docs.unity3d.com/Manual/LogFiles.html

    You can post it here or send me an email if you prefer. My email is in the plugin's readme file.
     
  50. FuguFirecracker

    FuguFirecracker

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    @AnomalusUndrdog
    Yeas, I did follow directions prior to posting.
    I've built my project for 3 different platforms.
    No build report. No Build log.
     

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