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Build Sizes

Discussion in 'Editor & General Support' started by tsphillips, Apr 8, 2006.

  1. tsphillips

    tsphillips

    Joined:
    Jan 9, 2006
    Posts:
    359
    The numbers below are for a project with one cube, one camera, and one scene. None of the standard or other assets were included.

    The upshot is that around 14MB of "something" extra (i.e., debug symbols) is being compiled in. Since there are only three objects in the entire project, this seems a little excessive. I bring this up because I have noticed that builds can get ununusually large. I wasn't sure if this was an artifact of running Unity on an Intel Mac, or if this was normal behavior. I do understand that around 10MB (spread between the frameworks and the binary) is the minimum to provide core functionality.

    Universal Binary
    Code (csharp):
    1.  
    2. Zelda:~/Desktop/test_unity_project/build_with_cube.app/Contents flip$ du -sk * | sort -n
    3. 4       Info.plist
    4. 4       PkgInfo
    5. 24      Data
    6. 1348    Resources
    7. 8668    Frameworks
    8. 29036   MacOS
    9. Zelda:~/Desktop/test_unity_project/build_with_cube.app/Contents flip$ ls -l MacOS/
    10. total 58072
    11. -rwxr-xr-x   1 flip  flip  29731960 Apr  8 11:09 test_unity_project
    12.  
    Intel Only
    Code (csharp):
    1.  
    2. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only.app/Contents flip$ du -sk * | sort -n
    3. 4       Info.plist
    4. 4       PkgInfo
    5. 24      Data
    6. 1348    Resources
    7. 5252    Frameworks
    8. 19948   MacOS
    9. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only.app/Contents flip$ ls -l MacOS/
    10. total 39896
    11. -rwxr-xr-x   1 flip  flip  20425120 Apr  8 11:17 test_unity_project
    12.  
    Intel Only, strip debug
    Code (csharp):
    1.  
    2. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only_stripped.app/Contents flip$ du -sk * | sort -n
    3. 4       Info.plist
    4. 4       PkgInfo
    5. 24      Data
    6. 1348    Resources
    7. 5252    Frameworks
    8. 5712    MacOS
    9. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only_stripped.app/Contents flip$ ls -l MacOS/
    10. total 11424
    11. -rwxr-xr-x   1 flip  flip  5846888 Apr  8 11:21 test_unity_project
    12.  
    Intel Only, compress textures and strip debug
    Code (csharp):
    1.  
    2. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only_compress_and_strip.app/Contents flip$ du -sk * | sort -n
    3. 4       Info.plist
    4. 4       PkgInfo
    5. 24      Data
    6. 1348    Resources
    7. 5252    Frameworks
    8. 5712    MacOS
    9. Zelda:~/Desktop/test_unity_project/build_with_cube_intel_only_compress_and_strip.app/Contents flip$ ls -l MacOS/
    10. total 11424
    11. -rwxr-xr-x   1 flip  flip  5846888 Apr  8 11:20 test_unity_project
    12.  
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Debug symbols are from the frameworks and executable - they're a constant overhead, and not related to your project size.
     
  3. tsphillips

    tsphillips

    Joined:
    Jan 9, 2006
    Posts:
    359
    Ok, thanks.