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Unity Engine


PackedAssets

An extension to the BuildReport class that tracks how Assets contribute to the size of the build.
Read time 5 minutesLast updated 8 days ago

Definition

public sealed class PackedAssets : Object

Remarks

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

Examples

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()); }}

Properties

Property

Description

contentsAn array of PackedAssetInfo objects that holds information about the content portion of the referenced file.
overheadThe size of the header section of the referenced file.
shortPathThe name of the file that the packed asset describes.

Inheritance

Inherited Members

Operators

Operator

Description

operator ==Compares two object references to see if they refer to the same object.
boolDetermines whether the object exists.
operator !=Compares if two objects refer to a different object.