Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

How big is a big Unity project?

Discussion in 'General Discussion' started by vividhelix, Feb 12, 2015.

  1. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    I have an extension that does searches through the assets in the projects and the game objects in the scene.

    I was wondering, how big are your Unity projects? I'm interested in number of assets in the Project window (or files in the Assets folder on disk, excluding .meta files) and also number of game objects in the scene (Hierarchy window), both at design time and at runtime.
     
  2. Ony

    Ony

    Joined:
    Apr 26, 2009
    Posts:
    1,973
    My most recently released game's Assets folder is a little over 20GB. No idea how many objects are in the main scene but it's in the hundreds.
     
    BrandyStarbrite and GarBenjamin like this.
  3. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,381
    The Unity 4 Butterfly Effect demo was something like 40gb.
     
  4. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    Great, do you know how many files under the Assets folder?
     
  5. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    Is that publicly available? I did a quick search but couldn't find it.
     
  6. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,381
    Nope.
     
  7. Ony

    Ony

    Joined:
    Apr 26, 2009
    Posts:
    1,973
    14,936 files. 1,013 folders. 22.03GB.
     
    BrandyStarbrite and vividhelix like this.
  8. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    Awesome. Thanks a lot!
     
    Ony likes this.
  9. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    Do you have access to it to get a file count for the Assets folder?
     
  10. vividhelix

    vividhelix

    Joined:
    Mar 20, 2013
    Posts:
    78
    Ony likes this.
  11. Metron

    Metron

    Joined:
    Aug 24, 2009
    Posts:
    1,137
    Aproximatively this big:
    <-------------------------------------------------------------------------------------------------------------------------------------->

    but sometimes a little bit bigger...


    (sorry... couldn't resist :) )
     
  12. llde_chris

    llde_chris

    Joined:
    Aug 13, 2009
    Posts:
    205
    I think we have >30,000 game-objects once the scene is composited.
    There was a plugin before that worked fine on smaller scenes, but lagged our scene horribly because it was somehow iterating through all the GOs to draw its icons.

    The plugin has been fixed now, but don't rely on scenes being smaller than a certain number, especially now that Unity5 is running in 64 bits. Our scene with that many objects runs at 60fps with only trivial optimizations, so I'm expecting others will be able to push that number much higher.
     
    vividhelix and Ony like this.
  13. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    how long is a piece of string.

    exactly.

    also, 42.
     
    Kiwasi likes this.
  14. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    What I don't understand is why the Unity builds are so huge on Windows.

    It is kind of strange really. If I build for Windows the game takes up a whopping 25.3 MB of disk space and yet the exact same game built for the Web Player takes up 352 KB. I realize that 7 MB of the Windows build are all of the DLLs in the Managed and Mono folders. So that takes it down to 18 MB. And I imagine they are likely doing some kind of major compression for web builds but still it just seems very odd to have the exact same game (looks and sounds exactly the same in web browser as in Windows exe) take up 25 MB for Windows and 352 KB for the web player. Just the exe alone in Windows is 11 MB. I don't get it.
     
  15. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,500
    Well the webplayer doesn't need any of the engine code. It's content and scripts only. So no exe (there goes 11mb instantly), no DLLs other than scripts, more compression applied to the content, and possibly using a different version of the content.
     
    Ony likes this.
  16. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Well there has to be some form of exe / code base in there for the scripts I created and so forth. It'd be cool if they could use whatever they are doing on the web player on the standalone builds. I don't understand why the exe on Windows would be 11 MB if it does not even include any of the stuff in the Mono and Managed folders. I think that is the part that makes no sense to me. 11 MB for what? It seems like the whole thing content and all would fit into that 11 MB executable. If it was that way it would make much more sense to me. Unless the Unity specific stuff sitting on top of Mono is actually taking up 8 to 10 MB worth of compiled code. Hard to imagine really but possible I suppose.
     
    Ony likes this.
  17. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,500
    Script code (code unique to your application) is far smaller than engine code (common to everything). For most applications it's a tiny fraction. For a standalone the entire engine has to be present, so the entire engine runtime has to be copied along with the build every time. For a webplayer it's provided once by the web player installation just once and used in common by all builds, which is why you get to skip that 11+ mb - it's already there.
     
  18. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Yeah I get that stuff. I am not new to software development. ;) Maybe that is it though. Maybe when Unity builds it is including EVERYTHING and the kitchen sink even if the majority of stuff is not actually being used. I mean like where normally you would reference / include specific libraries as they are needed and only include those maybe Unity does not build that way. So instead of it being many separate class libraries that are only linked if actually needed maybe it is linking in one monolithic Unity3D class. lol Or something like that.

    EDIT: from this http://forum.unity3d.com/threads/supermop-fight-aliens-using-soap.297773/

    I just discovered yes that seems to be the case. Since the file size of that game's exe is almost identical to mine. Actually, now that I think about it, I seem to remember some discussion last year about the build sizes and Unity saying they were working to separate things more so they could include their libraries in a modular fashion based on what was actually needed. I forgot about that.
     
    Last edited: Feb 13, 2015
    BrandyStarbrite, Ony and angrypenguin like this.
  19. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    My asset folder is around 8 gigs atm. I'm the sole developer.

    Most of it's art assets I've picked up from the store. Manufactura's medieval village pack is 1.1 gigs alone.
     
    BrandyStarbrite likes this.
  20. Thev2Andy

    Thev2Andy

    Joined:
    Aug 6, 2019
    Posts:
    3
  21. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,071
    Currently sitting on a 60 GB project folder. That said we have assets in an external folder that eventually need to be added to the project. Adding those will bring the project folder up to 131 GB.

    Edit: Pfft. Necro. Only reason I didn't notice was I just woke up. Still can't believe I have the biggest project tho. :p
     
    BrandyStarbrite likes this.
  22. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    I've read claims that cloud storage is the future for huge unity projects. . .

    Sounds good in theory, but I have no data to back it up :D
     
    chingwa and Ony like this.
  23. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    Mind if I ask what type of game this Is? Where does most that size come from?
     
    BrandyStarbrite likes this.
  24. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,523
    Out of curiosity, are you counting only Assets (and external files that will essentially be pulled into Assets or assetbundles)? Or also Library, Temp, obj, etc? If you're counting everything, The Corridor is 171 GB. It's a 40-hour, art-heavy game, though. The build size is very significantly smaller of course.
     
  25. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,071
    A fighting game.

    Approximately 28.5GB of the project folder is occupied by third party asset packs like Quixel.

    Whoops. Totally forgot about the Library folder. Ignoring that brings the project folder from 60GB down to 40GB. Both the Temp and obj folders are basically empty though.
     
    Last edited: Nov 26, 2019
  26. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    @Ryiah is this a personal project or company one? If you don't mind me asking?
     
    BrandyStarbrite likes this.
  27. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,071
    Company.
     
  28. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    Out of interest what is a reasonable size download to request from end users? I was checking RE7 apparently that's only 20GB, so I was kinda wondering.
     
  29. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,071
    I have no idea. I'm not the one who has to worry about it and currently the actual builds aren't anywhere near the size of the project. Last I checked a month ago our build was coming out to around 2 GB with around a gigabyte for external files.

    You missed the big one. Red Dead Redemption 2 is 150 GB.
     
  30. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    10,962
    Very much depends on the game though. If a scrappy indie title was 150GB it would be a weird ask.
     
  31. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    That's super interesting, so project size can be 40GB but the build is only 2GB.

    > Red Dead Redemption 2 is 150 GB.
    Yeah seems like it is only getting bigger.
     
  32. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    AcidArrow likes this.
  33. MrArcher

    MrArcher

    Joined:
    Feb 27, 2014
    Posts:
    106
    Think I have y'all beat ;)
    Left is the whole Project folder, middle is the assets folder, and right is the build
     
  34. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    Are you guys doing everything all inside of a single project? I mean, as opposed to doing like your world building in a clean project and then only moving over the actual stuff used for end result?
     
  35. MrArcher

    MrArcher

    Joined:
    Feb 27, 2014
    Posts:
    106
    There'll be some unused assets, for sure, but with the project I linked, the above file sizes were after culling unused stuff. It was just a really big project (2 years, 10-15 people, 6+ hours of gameplay), and quite heavy on the art side.
     
    iamthwee likes this.
  36. AndersMalmgren

    AndersMalmgren

    Joined:
    Aug 31, 2014
    Posts:
    5,358
    Did you ROI? Only 100 reviews on Steam which seems low for such a large team.

    Looks awesome btw, well done!
     
    iamthwee likes this.
  37. MrArcher

    MrArcher

    Joined:
    Feb 27, 2014
    Posts:
    106
    Thanks! It's a publicly traded company so I absolutely can't talk about financial specifics, but it's also out on the Oculus store and PS4 (as well as a few commercial installations). And the 10-15 was slightly inaccurate for the duration of the project, that was more like peak team size as it increased over time. The purchase:review rates for the above stores have been discussed online in a few places if you're really interested in working it out.
     
    AndersMalmgren likes this.
  38. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
    Impressive, the game I mean, did you see the unreal engine rendition of the titanic's interior. Jaw dropping.
     
  39. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,071
    For now. We're not at the halfway mark yet. :p
     
    Velo222 and MrArcher like this.
  40. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    Haha. That's what I was thinking too. I have projects with a ton of 3rd party assets in the "project" folder that I might use, or might not. So the overall Project itself is about 40 to 50 GB.

    But when the game is built the entire game build and data folders are about 3 GB. I often have projects where I buy a bunch of stuff and cram it in the project folder, which can get pretty large pretty fast. :D

    I'm glad there are people with large projects as well, I don't feel so alone lol.
     
    BrandyStarbrite likes this.
  41. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,307
    I had this problem too. Now I have one project on my HD called AssetStaging where I install all of my third party art assets. If I want to use one specific model or material (or whatever) in one of my real projects, then I export it as a Unity Package.
     
    Velo222 and Ryiah like this.
  42. Velo222

    Velo222

    Joined:
    Apr 29, 2012
    Posts:
    1,437
    That's a good idea.
     
  43. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    Project size can bloat incredibly quickly if you're including third party assets.

    IIRC, last iteration of BSG was sitting at around 40 gigs in assets, but build was only like 4-6 gigs. I didn't segment out unused elements into a separate project.
     
  44. frosted

    frosted

    Joined:
    Jan 17, 2014
    Posts:
    4,044
    you at liberty to link those public posts?