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7 votes
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Why are assets (images) in Unity build reported as 28 times larger

Unity projects don’t include the source file in the project when building. Instead, every image is converted during import to a format useful to the GPU, as set by you in the import settings for that ...
Ed Marty's user avatar
  • 5,259
6 votes

Difference between #DEBUG and #DEVELOPMENT_BUILD in Unity?

From these docs: You use the DEVELOPMENT_BUILD #define to identify whether your script is running in a player which was built with the “Development Build” option enabled. On the other hand, DEBUG ...
Bálint's user avatar
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5 votes
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How do programmers distribute their games from custom game engines?

I'm going to use the ID Software engines as an example here, because all of their older engines (up to and including Doom 3) have had their source code made available under the GNU GPL, so you can ...
Maximus Minimus's user avatar
4 votes
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Unity Build not working because resources.assets is over 10GB in size.

Check your Build Report: When you have finished your build in Unity go to Console > Open Editor Log. Search the document on Build Report You'll see a nice overview (in percentage) of data usage ...
runningfrmyellow's user avatar
4 votes
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How to fix Gradle errors about API level, androd.enableR8, and resource linking failed?

"You cannot use API level 30 and below" You just need to set the API level to 31+ in ...
CraftedGaming's user avatar
3 votes

Unity Facebook WebGL build... Does this work or not?!?! Getting conflicting answers

In case anyone comes across this and was confused like I am- Facebook no longer separates Web Hosting from Instant Games; to upload a build, upload it under Instant Games/Web Hosting, then disable "...
Angela He's user avatar
3 votes
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is there any method to simply ignore some files in unity build?

You can rename the folders to one of the Unity's 'Special Folder Names' and they will be ignored: If you're on Windows, setting the folders to 'Hidden' would probably be the easiest as it likely won'...
JeffUK's user avatar
  • 220
3 votes
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Unity Pre Build Script - Add target dependent UI Elements

A few notes: First, FindGameObjectsWithTag only finds active GameObjects. You would need every GameObject you wanted to possibly have enabled be active in the scene when saving it. Second, that ...
Ed Marty's user avatar
  • 5,259
3 votes
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How to compile a Python/Kivy game to an exe for Steam?

In the end, I found the answer hidden within their docs: Kivy > Programming Guide > Create a package for Windows You then need to set console=True to ...
mast3rd3mon's user avatar
3 votes

Game is darker on build

Unity will only take lighting from the active scene. So it's worth checking that: The scene is the "Active Scene" (bold highlight in hierarchy) when building lighting in the Edit Mode The scene is ...
mred's user avatar
  • 181
3 votes
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Telling steam my game is 64 bit

I suspect this isn't a problem on the development side, but rather a problem with the Steam client failing to correctly identify your OS. Taken from a Steamworks announcement regarding configuring ...
Pikalek's user avatar
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2 votes
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Can I output a text file on build with build details in it?

In Unity 5.3, there is the PostProcessBuildAttribute. "Add this attribute to a method to get a notification just after building the player." (Source: UnityEditor....
sonnyb's user avatar
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2 votes
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Gradle Build Error Unity 2019.1.6

If anyone has the same problem, here's how I fixed it: At first, I didn't know what to do or if I was doing the right thing but I decided to try a bunch of different things: I had to update the JDK ...
Gozmetaiemax's user avatar
2 votes

Textures in build duplicated, despite they're packed into atlases

Here's an official answer. Any assets inside the Resources folder (including Sprites and Atlases regardless of being packed) will always be exported. This is by design. So when we make a ...
Jacob's user avatar
  • 2,552
2 votes

How can I publish my game (*.aab file) on google play?

I received the exact same error yesterday when I tried to publish a new update of the app. Apparently Google has made some changes internally. I had done about 30 builds before for this particular app,...
Immorality's user avatar
2 votes
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Errors when building game to any platform

The main blocker here looks like: Assets/Scripts/MainMenuManager.cs(41,21): error CS0234: The type or namespace name EditorApplication' does not exist in the namespace UnityEditor'. Are you ...
Joe's user avatar
  • 435
2 votes
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Linking Unreal Engine with OpenCV libraries built with RTTI on Linux

I wasn't able to mix the RTTI and non-RTTI definitions but I was able to get Unreal to work with OpenCV on Linux. I did this by disabling the FLANN features. This can be done via a cmake switch. ...
DubiousPusher's user avatar
2 votes

Reducing total file size of multiple Unity games

One option could be to merge all these Unity games into one game with multiple scenes. That way you will only have one copy of the Unity runtime environment and of any shared assets. When that game ...
Philipp's user avatar
  • 123k
2 votes
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Unity APK size is too big for building the same scene

I solved this by doing the following: I placed everything in one scene I created a prefab of every environment I created a game object for each level, initially turned off I created a script that ...
WILO's user avatar
  • 31
2 votes

Deactivate a list of gameobjects before building

But the EditorOnly Tag does not work for my case since these gameobjects are level parts that I will activate later. Therefore they need to be in the build but they should be deactivated when the ...
Kevin's user avatar
  • 7,029
2 votes
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Why is my game not built?

The problem was a compilation error in a script I did not use. I did not notice it before, because the scene runs fine without this script. I have learned that, when building a game, Unity tries to ...
Erel Segal-Halevi's user avatar
1 vote

Unreal crashes on build: unable to connect to the swarm

Swarm is part of the Unreal Engine which, when building lighting, connects to other computers running Swarm to use their spare processing capacity to reduce the amount of time it takes to build your ...
Stephen's user avatar
  • 1,040
1 vote

Custom build failure callback

We started to use CompilationPipeline to detect the errors and trigger some custom actions. Here is the script template: ...
dmitry1100's user avatar
1 vote

Avoiding Incredibuild error when building

To prevent Incredibuild being used... For certain, AllowXGE needs to be set to false, in ...\UnrealEngine-4.22\Engine\Source\Programs\AutomationTool\BuildGraph\Tasks\CompileTask.cs I also set ...
Jillinger's user avatar
1 vote

Game build crashes on scene load

Reading your log output, it seems your application is having trouble loading your assets from the device storage. A few suggestions I can make: Make sure your application has been permitted to access ...
lihail's user avatar
  • 59
1 vote

Running Unity development build in Android emulator without signing

Ans Q1: Yes, you can build for both devices but you have to assign Keystore for each device or you could just disable the Custom Keystore option inside Player settings -> Publishing settings -> ...
Swati's user avatar
  • 1,177
1 vote

Game built uses a lot of GPU processing, in the editor uses very little

You mentioned that vsync is disabled and targetFrameRate is not set. This means that the engine will try to render frames as quickly as possible. If your game is a simple 2D game and frames do not ...
Kevin's user avatar
  • 7,029
1 vote
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Unity3D Build Configuration for Deployment/ Publish

Unity's build system is very scriptable, would have a look at their Build Player Pipeline docs, and BuildPipeline.BuildPlayer You can use the sample code the provide as a base for creating menu items ...
MackelRow's user avatar
1 vote

Unity3D Build Configuration for Deployment/ Publish

I believe this article might have some answers for you https://docs.unity3d.com/Manual/PlatformDependentCompilation.html Simply check what platform you're on and set the production service ...
HappyGuyDK's user avatar

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