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Editor Log Reporting Level Size Issue

Discussion in 'Scripting' started by coxy17, May 10, 2018.

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  1. coxy17

    coxy17

    Joined:
    Sep 27, 2013
    Posts:
    126
    Hi, Not sure if this is the right part of the forum but I have an issue with 'Levels' inside the Unity Editor.log file. It reports my levels at 335.0 mb, which is incorrect. I am running Unity 2017.3.1f1 and building for Android.

    Any ideas why this is reporting incorrectly? do i need to raise a bug?

    Build Report
    Uncompressed usage by category:
    Textures 10.0 mb 2.5%
    Meshes 230.1 kb 0.1%
    Animations 0.0 kb 0.0%
    Sounds 1.9 mb 0.5%
    Shaders 220.3 kb 0.1%
    Other Assets 445.5 kb 0.1%
    Levels 335.0 mb 82.3%
    Scripts 3.2 mb 0.8%
    Included DLLs 3.9 mb 1.0%
    File headers 441.4 kb 0.1%
    Complete size 407.1 mb 100.0%
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,599
    Why do you think this is incorrect? You can try unzipping your APK file and seeing what the resultant folder size is and it will probably be around 400mb I'm guessing. The build report means 335mb of this uncompressed total is contained in assets referenced by Scenes (aka, "Levels").
     
  3. coxy17

    coxy17

    Joined:
    Sep 27, 2013
    Posts:
    126
    well I will take a look thanks, but I think it is incorrect as my actual APK file size is 50.85 MB.
     
  4. Kurt-Dekker

    Kurt-Dekker

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    Mar 16, 2013
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    Unzip it and I think you'll find the contents are closer to 400mb.
     
  5. coxy17

    coxy17

    Joined:
    Sep 27, 2013
    Posts:
    126
    oh i see, thanks. Is this what you was referring to? what does the .split1, .split2 etc mean?

    extraction.JPG
     
  6. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,599
    You are well into the implementation details of Unity at that point. Anything about that structure can and will change in the future.

    Academically, I would guess that each of these split parts are loaded by a single read operation, such that larger assets span several split parts, and hence allow easy piecemeal reading a complete scene, e.g, with LoadSceneAsync().

    But that's just a guess.
     
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