docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Identify unused submodules

    To identify unused submodules, inspect what features a project uses. Strip the submodules that aren't used in the project.

    For all submodules and their purposes, refer to Submodule reference.

    Graphics APIs

    Choose the submodules to strip depending on the configured Graphics APIs.

    Submodule Strip if...
    WebGPU Support The experimental WebGPU Support is disabled or not configured in the list of Graphics APIs.
    WebGL Support Only WebGPU is configured in the list of Graphics APIs.

    Rendering

    Choose the submodules to strip depending on the rendering features.

    Submodule Strip if...
    Compute Shader Support No compute shaders are used in the project.
    GPU Instancing GPU Instancing isn't used in the project's materials.
    TetGen The project doesn't use light probes or doesn't need to recompute the light probes because of additive scene loading.

    2D rendering

    Choose the submodules to strip depending on what 2D rendering features are used.

    Submodule Strip if...
    2D Rendering The project doesn't use 2D sprite rendering.
    Note: some 2D rendering features might be used by UI frameworks.
    2D Rendering Sorting The project doesn't use Sprite Sorting.
    2D Rendering Sprite Atlas The project doesn't use the Sprite Atlas.
    2D Rendering Sprite Tiling The project doesn't use Sprite Tiling.

    UI frameworks

    Choose the submodules to strip depending on the used UI framework.

    Submodule Strip if...
    Unity UI The project doesn't use the Unity UI framework.
    IMGUI The project doesn't use the IMGUI UI framework.
    UI Toolkit The project doesn't use the UI Toolkit.

    Text rendering

    Choose the text rendering submodules depending on the used text rendering method.

    Submodule Strip if...
    TextCoreFontEngine The project doesn't use TextMeshPro.
    Freetype2 The project doesn't use the legacy text rendering.
    Freetype2 CFF The project uses legacy text rendering, depending on the used font formats.
    Freetype2 Postscript The project uses legacy text rendering, depending on the used font formats.
    Freetype2 SFNT The project uses legacy text rendering, depending on the used font formats.
    Freetype2 TrueType The project uses legacy text rendering, depending on the used font formats.
    Freetype2 Raster The project uses legacy text rendering, depending on the used font rendering mode.
    Freetype2 SDF The project uses legacy text rendering, depending on the used font rendering mode.
    Freetype2 Smooth The project uses legacy text rendering, depending on the used font rendering mode.

    Texture decompression

    Texture decompression is used if textures are compressed in a native compression format that isn't supported by the device the Web build is running on. This submodule can be stripped if:

    • No compression is used for textures
    • The web build is only expected to run on a device that supports the selected texture compression format (for example: specialized builds for desktop and mobile devices).

    Strip the submodules for individual compression formats if the format isn't used in the project. For example, strip the submodule Texture Decompression BC if the BC format isn't used.

    Strip the submodule Texture Decompression Crunch if crunch compression isn't used.

    Mesh features

    Choose the mesh submodules depending on the used mesh features.

    Submodule Strip if...
    Mesh Optimizer The project doesn't use the C# Scripting API to optimize meshes at runtime.
    Mesh Combiner The project doesn't use batch rendering and doesn't combine meshes using the C# Scripting API.
    Mesh Compression The project doesn't use mesh compression.
    Mesh Blend Shapes The project doesn't use blend shapes.
    Mesh Sprite Rendering The project doesn't use sprite rendering.
    Mesh Script Bindings The project doesn't manipulate meshes using through UnityEngine.Mesh C# API.
    Mesh Async Upload The project doesn't enable uploading mesh data to the GPU asynchronously.
    Mesh Skinning The project doesn't use skinned meshes.

    Particle system

    Choose the particle system submodules depending on the used particle system features.

    Submodule Strip if...
    ParticleSystem The project doesn't use the Built-In Particle System.
    ParticleSystem Script Bindings The project doesn't interact with the Built-In Particle System through the C# API.
    ParticleSystem Events The project doesn't use the Built-In Particle System collision events.
    ParticleSystem * Module Depending on which particle system modules aren't used in the project.
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)