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Question by Manu_Kumar · Nov 13, 2015 at 03:18 PM · buildoptimizationsize

Help for build Optimization..?

Hey guys I have a build up game of 104 MBs which has to be released soon.....

Can you guys please help me to lower the size of the build..?

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Answer by Jessespike · Nov 13, 2015 at 04:32 PM

Reducing the File Size of the Build

Open the Editor.Log to see where most of the bloat is coming from. Then there are several things you can do:

  • Make sure textures are a power of two, compress and reduce the textures,

  • compress the audio,

  • compress mesh and animations,

  • strip out unused dll files,

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avatar image Manu_Kumar · Nov 14, 2015 at 05:59 PM 0
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But.... I have many complex levels, in which there are lots of textures and arrangement of those textures. $$anonymous$$aking those textures, Power of two and then importing it again,... will cause to rearrange all those things...... is there any simpler way to make those textures power of two?..without losing their arrangement..?

avatar image Statement Manu_Kumar · Nov 14, 2015 at 06:55 PM 1
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If your models are uvmapped to a texture, then you can't change the proportional content placement in the texture without remapping the uvs. If you need to modify the textures, then all objects that depends on the texture content at specific UVs need to be modified as well. This means models may have to be remapped, sprites may have to be reordered, procedural code may have to be rewritten and so on.

But yes, it's possible to automatically patch UVs one way or another. But I don't know of any software that does this automatically for you - if it was me, I'd write code that modify vertices to map to the new locations.

Just make sure that it's actually textures that need to be cut/optimized so you're not fixing the pavement when the problem was a water leak in your kitchen.

...

This is not meant to rub it in your face, but you should consider preparing your content ahead of time. I will just grab two headlines that are very, very loosely connected to optimizing build size.

$$anonymous$$ake optimization a design consideration, not a final step

Optimization: Not just for programmers

$$anonymous$$ake optimization a design consideration, not a final step

In your case, you should had monitored the built size of the player continuously, to alert you when you are crossing the max size you need your game to be. If you had tools to show you the size distribution, even better, because you could early on see if a certain texture, audio or a category was rapidly getting out of hand and could fix it before too many objects depend on it.

Optimization: Not just for programmers

Perhaps it's not relevant to your situation, but it's really nice if everyone on a $$anonymous$$m (I don't know if you are solo, an artist, a programmer, or what) care for optimization for all intended target platforms and target device models, and make it habit to keep aligned with the target size, speed, memory consumption etc. This will raise red flags early in the project. It'll also alleviate stress toward the end of a project where deadlines are often loo$$anonymous$$g over your shoulder and you have no spare time to fix things that need to get fixed.

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