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Unused packages included in final binary?

Discussion in 'Package Manager' started by daranguiz_sprite, Nov 13, 2019.

  1. daranguiz_sprite

    daranguiz_sprite

    Joined:
    May 9, 2018
    Posts:
    2
    Hey all,

    We're doing some license verification for our app, and we're trying to figure out exactly which packages are included in our final binary. We assumed that if a package was unused (no "using" statements, no references in code), it wouldn't be included in the final binary, but we've noticed that switching off "unused" packages sometimes causes a change in the final binary size. It's kind of bizarre — even for clearly unused packages like the Cloth, Terrain, etc (we're developing a 2D game), sometimes the binary size changes.

    Is there any way to determine with certainty which packages end up being included in the final binary? Because this deals with licenses and attribution notices, we're trying to be as thorough as possible. Also, we're compiling down to iOS/Android if that helps.

    Thanks!
     
    Last edited: Nov 13, 2019
  2. manu73

    manu73

    Unity Technologies

    Joined:
    Aug 22, 2014
    Posts:
    47
    Hi @daranguiz_sprite,

    I'm checking with team if there's such a tool or API to determine which modules (I think you refer to them) will be part of your build.
    But AFAIK, modules need to be manually disabled.

    Regards,
    EmmanuelH.
     
  3. daranguiz_sprite

    daranguiz_sprite

    Joined:
    May 9, 2018
    Posts:
    2
  4. manu73

    manu73

    Unity Technologies

    Joined:
    Aug 22, 2014
    Posts:
    47