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Unused DLLs getting in to the WebGL build

Discussion in 'Web' started by De-Panther, Oct 3, 2018.

  1. De-Panther

    De-Panther

    Joined:
    Dec 27, 2009
    Posts:
    589
    When looking at the build output of an empty WebGL build(I'm using 2018.2.4f1), I see 4 DLLs that I'm sure that they don't need to be there.
    2018.2.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/Editor/UnityEditor.GoogleAudioSpatializer.dll
    2018.2.4f1/Editor/Data/UnityExtensions/Unity/UnityGoogleAudioSpatializer/RuntimeEditor/UnityEngine.GoogleAudioSpatializer.dll
    2018.2.4f1/Editor/Data/UnityExtensions/Unity/UnityHoloLens/Editor/UnityEditor.HoloLens.dll
    2018.2.4f1/Editor/Data/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll

    Is there a way to strip them from the build?
    I tried to rename the UnityHololens and UnityGoogleAudioSpatializer folder names, just for temporarily remove the files, but then I get "Compilation failed"

    Thanks
     
  2. Marco-Trivellato

    Marco-Trivellato

    Unity Technologies

    Joined:
    Jul 9, 2013
    Posts:
    1,654
    Unused managed code is always stripped from the build. Do you see otherwise?
     
  3. De-Panther

    De-Panther

    Joined:
    Dec 27, 2009
    Posts:
    589
    Yes, I see those files on the build report on the Editor.log file