Unity-iOS/Android构建大小过大/过大(无明显原因) [英] Unity - iOS/Android build size too high/large for no apparent reason

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问题描述

我有一个很小的游戏,只有2个场景,最少的资产.已经使用了3个插件,例如Unity IAP,Googleplaygames插件和google admob插件.就是这样.但是构建大小太高了.超过600MB(存档超过700MB)!

I have a very small game with just 2 scenes and least number of assets.3 plugins have been used like Unity IAP, Googleplaygames plugin and google admob plugin. Thats all there is. Yet the build size is way too high. Over 600MB(over 700MB in archive)!!

下面,我在iOS和android的编辑器日志中发布了构建报告.如您所见,没有特定类别会占用太多空间,但是对于andorid和ios来说,其完整大小很大. iOS的大小也比Android大.

Below I have posted the build report in the editor log for both iOS and android. As you can see no specific category is taking up much space but yet the complete size is large for both andorid and ios. iOS size way more than android as well.

有人知道是什么导致了这个额外的大小,因为它甚至没有出现在其他任何类别中?

Does anyone know whats causing this extra size as its not even showing in any other category?

iOS-

Build Report
Uncompressed usage by category:
Textures      17.0 mb    2.7% 
Meshes        0.0 kb     0.0% 
Animations    4.9 kb     0.0% 
Sounds        547.9 kb   0.1% 
Shaders       15.6 kb    0.0% 
Other Assets  237.0 kb   0.0% 
Levels        63.2 kb    0.0% 
Scripts       399.6 kb   0.1% 
Included DLLs 0.0 kb     0.0% 
File headers  28.0 kb    0.0% 
Complete size 632.2 mb   100.0% 

Android-

Build Report
Uncompressed usage by category:
Textures      16.3 mb    12.0% 
Meshes        0.0 kb     0.0% 
Animations    4.9 kb     0.0% 
Sounds        548.0 kb   0.4% 
Shaders       11.8 kb    0.0% 
Other Assets  237.0 kb   0.2% 
Levels        63.3 kb    0.0% 
Scripts       1.5 mb     1.1% 
Included DLLs 5.1 mb     3.8% 
File headers  204.5 kb   0.1% 
Complete size 136.1 mb   100.0%

Unity版本-Unity 2018.1.0f2 Personal(64bit)

Unity Version - Unity 2018.1.0f2 Personal(64bit)

我在ios中尝试了快速但无例外"脚本调用优化,但没有区别.该游戏几乎不需要占用70-100MB的内存.我能理解的MB差异很少,但这太高了! 我将无法发布这么大的应用程序.请帮助

I tried "fast but no exception" script call optimization in ios but no difference. This game should hardly take 70-100MB. Few MB difference i can understand but this is way too high! I wont be able to release the app with this much size. Please help

推荐答案

完成发行版本的构建后,我意识到上述值不能确定最终大小. 如您所见-

After completing the build for release I realised that the above values do not determine the final size. As you can see -

https://itunes.apple.com/app/id1431764625

https://play.google.com/store/apps/details?id=com.ResurgeLabs.ChasingStars

我在android和ios上的最终游戏都小于100 mb.因此,一切令人满意,与预期的一样.因此,这个问题是无效的.

My final game both on android and ios were less than 100 mb. So all satisfactory and as expected. Hence this question is not valid.

这篇关于Unity-iOS/Android构建大小过大/过大(无明显原因)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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