class in UnityEditor.Build.Reporting
/
Inherits from:Object
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CloseAn 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 how specific assets or types contribute to the size of the build, for example to calculate the total size of all textures.
Example file names for Serialized Files in the output of a Player build are resources.assets
, sharedassets0.assets
and globalgamemanagers.assets
.
Note: The content of scenes in the output of a Player build are written to Serialized Files with the names level0, level1, level2 etc.
However there are no PackedAsset objects generated for level files, nor for the globalgamemanager
file.
AssetBundles containing assets will have a single Serialized File, with a name like "CAB-b8befc517982290c55526f35cbb7f03d". AssetBundles containing scenes will contain multiple Serialized Files.
The PackedAssets for a Serialized File records the size of the header in the overhead
property, and then information about each object in the contents
property.
Files with the .resource
contain audio or video data which 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.
Note: For large builds the PackedAsset objects can grow very large, and consume a significant amount of memory. When using this data it is recommended to do a single pass through the data to populate smaller data structures or to export it to another format, as required by external tools.
Additional resources: PackedAssetInfo
using UnityEngine; using UnityEditor; using UnityEditor.Build.Reporting; using System.Text;
public class BuildReportPackedAssetsExample { [MenuItem("Example/Show PackedAssets from Latest Build")] static 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()); } }
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 file name |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first 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. |
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. |
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