An extension to the BuildReport class that tracks how Assets contribute to the size of the build.
The build process generates a PackedAssets object for each Serialized File, resS and resource file generated by a build. Serialized Files contain serialized Unity Objects from scenes and assets.
The PackedAsset information can be used to analyze what content contributes to the size of each file in the build, for example to calculate the total size of all textures.
Note: For large builds the PackedAsset objects can grow very large, and consume a significant amount of memory.
The ContentSummary is a compact representation that can be used as a more efficient alternative to the PackedAssets structure
in many cases.
Example file names for Serialized Files in the output of a Player build are level0, level1, resources.assets, sharedassets0.assets and globalgamemanagers.assets.
Note: there is no PackedAsset object generated for the globalgamemanager file.
AssetBundles that contain assets have a single serialized file, with a name like CAB-b8befc517982290c55526f35cbb7f03d. AssetBundles that contain scenes have multiple serialized files.
The BuildReport created for ContentDirectory builds does not include PackedAssets.
The PackedAssets for a Serialized File records the size of the header and metadata section in the overhead property,
and then information about each object in the contents property.
Files with the .resource extension contain audio or video data that is referenced by an AudioClip or VideoClip object inside the associated Serialized File.
For example level1.resource contains audio and video data from objects inside the Serialized File level1.
The PackedAsset for a .resource file records information about the originating asset for each blob of audio or video data in the .resource file.
Similarly, the PackedAsset object for a .resS file records information about the size and origin of Texture and Mesh data inside the file.
Additional resources: PackedAssetInfo, ContentSummary
using UnityEngine; using UnityEditor; using UnityEditor.Build.Reporting; using System.Text;
public class BuildReportPackedAssetsExample { [MenuItem("Example/Show PackedAssets from Latest Build")] static public void ShowPackedAssets() { var buildReport = BuildReport.GetLatestReport();
if (buildReport == null) { Debug.Log("Please run a Player or AssetBundle build, then try again"); return; }
var sb = new StringBuilder(); var packedAssets = buildReport.packedAssets;
sb.AppendLine("Packed Assets:"); foreach (var packedAsset in buildReport.packedAssets) { var packedAssetInfoArray = packedAsset.contents; sb.AppendLine($" {packedAsset.shortPath} Item count: {packedAssetInfoArray.Length}"); }
//Example output:
//Packed Assets: // globalgamemanagers.assets Item count: 11 // resources.assets Item count: 2 // etc. Debug.Log(sb.ToString()); } }
| Property | Description |
|---|---|
| contents | An array of PackedAssetInfo objects that holds information about the content portion of the referenced file. |
| overhead | The size of the header section of the referenced file. |
| shortPath | The name of the file that the packed asset describes. |
| Property | Description |
|---|---|
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
| name | The name of the object. |
| Method | Description |
|---|---|
| GetEntityId | Gets the EntityId of the object. |
| ToString | Returns the name of the object. |
| Method | Description |
|---|---|
| Destroy | Removes a GameObject, component, or asset. |
| DestroyImmediate | Destroys the specified object immediately. Use with caution and in Edit mode only. |
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
| FindAnyObjectByType | Retrieves any active loaded object of Type type. |
| FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| InstantiateAsync | Captures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. |
| Operator | Description |
|---|---|
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |