U3D plug-in Build Report Tool self-Report file, u3dreport

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Author: User

U3D plug-in Build Report Tool self-Report file, u3dreport

Build Report Tool README Report generation Tool self-Report file


Is your game version trying to reduce it by less than 50 MB? Need to check whether your assets are occupying disk space?
This tool provides a good front-end for Unity generation information. It shows the assets and storage space contained during build.

Note: If you want to upgrade Build Report Tool in your project, first Delete the previously imported BuildReport File

Folder, and then import the new one, which will eliminate any potential conflicts with the metadata file of the old Build Report Tool ,.

To display the Build Report Window, go to Window> Show Build Report.
When you do this, if the report generation tool does not show up, you may have to reset your Unity editor layout. Select

Window> Layouts> Default.
Then try to open the Build Report Window again.

=== Important description ===
In case you may cause any Build Report Tool generation error, please try to disable Build Report Window from

Dynamic Display.
You can open the Build Report window to go to options and deselect "Collect ".

And save build info automatically after building ". If this does not work, you only need to delete

Build Report Tool files as the final means.

=== Error value ===
The Build Report Tool obtains most of its information from the log file of the Unity editor. Large projects have large

The file size may get an incorrect value. If you have such experience, please check your editor Log File: Go to your

Console view (Window> Console, or press ctrl + shift + C ). In the console view

Click "Open Editor Log" in the upper right corner.
If the log file in the Unity editor displays an incorrect value, which is the size of your file, you may want to submit one copy.

Unity bug Report (go to Help> Report a Bug ).

=== How to use ===
To display the Report generation Window, go to Window> Show Build Report.
Make sure that you build the project first. If not, the report generation tool does not have any data and does not work.

????????
However, it won't care if the project you built last time isn't the same one you

Currently have open. So it's always best to build your project before you look

At the Build Report Window.
However, it does not mind that the last project you generated is not the same one that you have opened currently. Therefore, it is always best to generate

You can view the Build Report Window before creating your project.
You can also save the generated report to an XML file or open the previously saved report. Every time you build a project, generate a report

The reporting tool automatically generates a build Report and saves it. If you do not want to generate a report tool to automatically do this

You can disable it in the options.


=== Accessories ===
There are five main types of reports:
1. Overview: Summary of the report.
2. Project Settings: displays the project settings content.
3. Size Stats: displays the Size of the generated file and the resources in a list.

The percentage of space.
4. Used Assets: the displayed list * all * assets contains all the resources in the build, and they need more

Less space.
5. Unused Assets: displays the items in the asset list, which is ** not * used to generate build.

Some assets are no longer used. You may want to delete them to save space.


=== What is a report generated ===
The Build Report only considers your asset size and The hosted Dll. The actual final size of your generation may be

Greater than or less than depends on the platform.
Sharedassets0.assets,

Sharedassets1.assets (and so on ). (Mono Dll, your script is in the compiled DLL format

Add files in the "manage" folder of other "Managed" Dll projects.
All other files are not counted in the total size of the file. This includes the local plugins.
However, note that the local plugins will still be displayed in the asset list. It just says they are not included in "Total Used Assets ".

In Size.
The "Used Assets Size Breakdown" table does not contain files in your StreamingAssets folder. However

, Still indicates their total size, and these files are also included in the "Used Assets" list.
During desktop generation, you will find a "unity default resources" file in your build. Like default GUI

Skin, GUI, shaders, built-in cube, cylinder, capsule, white material, default font

.
These files are not included in the Build Report.
See the discussion here: http://forum.unity3d.com/threads/120081-unity-default-resources

In Windows, the. exe file you generated is not considered as

"Boilerplate" resources. The content of your .exe file is built in Unity, which has some minor changes

There are many standards in Windows programs.
In the web version, Your. unity3d files are compressed archives. The assets you use, Your Unity scenario files,

Your script-hosted Dll, any hosted Dll from the Mono standard library, plus any hosted Dll that you explicitly include.
Note that several Mono libraries cannot contain web browser-based security considerations.
In iOS, the total size of a game is only the size before it is compiled and packaged into an Xcode. app file.

. Once it is obtained and packaged into A. ipa file, the size may be smaller.
Note: hosted Dll means a DLL file, which contains compiled. NET/Mono code. Native Dll meaning

It is not a DLL file generated by. NET/Mono (usually C/c ++) code.


=== Prefab Instances in Scenes ====
If you have prefab instances in a scenario, they are not actually editing log generation information. To be exact, I don't

OK.
My guess is how things work: in fact, the concept of prefabs does not exist at runtime. For Unity

All are the objects of the game.

Instantiation actually only repeats/clones an existing game object (whether it currently lives in the scene or as a prefab

In the assets folder ). (Edge Note: you can actually use Instantiation to copy a game object, even if it

Not a prefab)

Therefore, the prefab connection will be lost at runtime. Once you run this game, the prefab instance is simply considered regular

. You can build your game when the same thing happens.
Therefore, the prefab file in your project is not included in build. On the contrary, the prefab individual in your scenario is statistical in the text

File size (technically, their file size is the file size of the scenario file ).

Two exceptions:
1. If your prefab file is in Resources, build contains it.
2. If your prefab references it in a script using variable/field, the build contains it.
Basically this means that if you have created your code, you need to instantiate a prefab at runtime (whether or not it

Is there an instance at the site), and then unity has no choice but to include in production.
So you may not display the size. Read some prefab files in the "Used Assets" section. Those in the scene

Prefab is used, but not in the Resources folder. It is also referenced as a variable.


=== Size Readings ===
Why is the build size displayed in Windows Resource Manager large?
You may find that the size of files on disks in Build Report Tool is different. This is normal. Here is

A good explanation for why: http://superuser.com/questions/66825/what-is-the-

Difference-between-size-and-size-on-disk
Quote:
Quotation:
We know that a disk is made up of Tracks and Sectors. In Windows that means

OS allocates space for files in "clusters" or "allocation units ".
We know that the disk is composed of Tracks and Sectors. In Windows, this means "ters" or

"Allocation units" file allocation space.
The cluster size varies, but the typical range is from 512 bytes to 32 kb or larger. For example, on my C: \ drive

, The allocation unit is 4096 bytes ). This means that Windows will convert any file or part of it from 1

A file with a length of 4096 bytes is allocated with 4096 bytes.
...
In another example, if a file exists, the size is 2000 bytes. The file size on the disk is 4096

Bytes. The reason is that even if the entire file can accommodate one allocation unit, it still occupies space on the disk (1

Allocation units) 4096 (only one file can use the allocation unit and cannot be shared with other files ).
Therefore, the size of the disk is the space for storing files in all these fields. Normally, this means that

The disk size is always greater than the actual size.
End quote.
I just want to say that when your game/app will be downloaded over the Internet, the size to be transferred is to read what you see in Build Report

Tool, not the size of your disk.
Side note: the fractional part of the size reading in the Build Report window is enclosed by two decimal places.


=== Additional instructions ===
Do not worry. The assets used by the report generation tool are not included in your generation.
For support, you can:
* Send me a tweet in http://twitter.com/AnomalusUndrdog
* Give me a private message on the unified forum (http://forum.unity3d.com/members/8479-

AnomalusUndrdog)
* Send me an email in anomalous_underdog@yahoo.com


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