Forum rules - please read before posting.

Game file size - Preplanning

As a way to get into Unity and AC , I am creating one room from my game as a "playable demo" , and then when I am finished, i hope I will have got to grips with it all to move on to making the full game. 

However , the game I am creating will be very large when it is finished. I have made very detailed scenes in Blender that are rendered out as images, (game is 2D) , and I want to capture as much of the details as I can by rendering the games graphic assets at the highest resolution possible. I also note that when you add images to your project you can adjust the quality settings in the inspector. 

Since this game will be so large when finished , and there will be so many images in the form of backgrounds, character animations , items, NPC's etc , then I want to try to calculate how high resolution/quality I can make the games assets early on, based on the size of the first demo scene. 

I have "built" the first scene , and it has created the .exe file and the build_data folder. What I want to do is figure out how much of the file sizes are actual scene data , and how much of them are standard data that covers the whole game. 
At present, the .exe is 22mb and the data folder is 633mb. 
I have no idea if that is huge, or normal, because I have no idea how much of that is my actual scene. Is there a way to calculate the size that a scene will take up in the final build, so I can then calculate roughly how big the final game will be based on the amount of scenes there will be? (room , scene, i'm not sure what terminology suits) 
Anyways, if 600mb of that 633mb is from standard game files, then i'm guessing i'm doing ok, as each scene is 33mb , but if it is the other way around then I really need to make some serious adjustments, and I would much rather do this now, before I start creating the whole game. 
Thanks in advance to any advice offered,
Matt 

Comments

  • If your total build is 655Mb for a single-scene 2D game, that's pretty huge!

    These kinds of considerations are generally necessary for all Unity projects - rather than being specific to AC.  I would recommend searching Unity's own forums and documentation, as their are some good resources there for keeping file-sizes down.  As AC uses Unity's own graphical rendering capabilities, there's not much to suggest on the AC-side of things so far as keeping your project file sizes down.  I'd recommend starting with this page: https://docs.unity3d.com/Manual/ReducingFilesize.html
  • Thanks @ChrisIceBox

    I ran the editor log after building the game, and it seems that most of the file size is from my graphic assets. I will work on reducing my asset sizes and test some options. 

    I did however notice in the asset list on the editor log that all of the 2d demo assets are in there too. When I started the project, I chose AC as an asset and hit new project and then used the AC new game wizard. Did I do this wrong and this is the reason why I have the 2d demo assets there too? Can I just delete them or is there a way to safely remove them safely? 

    Thanks.


  • I'd advise backing the project up first, but yes - the 2D demo folder can be deleted.
  • Ahh ok thanks. ill give it a try. I take it I started my project right and that the 2d game assets folder is always there?

    Also I have discovered the main reason for my huge file : All of my character animations , walk, idle and custom animations have between 24 and 50 frames for each of 8 directions. The actual images are sitting at about 150kb each, but when they are put into my project in Unity, their file size in the inspector is showing at 1.1mb each. All these animations added up are contributing to around 90% of the 650mb file..... 

    It seems strange to me that an image would increase in size when put into the project. All images are .PNG files to utilise the alpha channel for transparency around the character. 

    Do you know why this is, and how I can retain the original 150kb size for each frame, or ideally , compress it further? 

    Thanks 
  • This really is Unity terroritory, but IIRC Unity converts any images you import into its own format.  Options in their Inspectors allow you to set compression levels, and the built-in Sprite Packer is recommended for all sprites in general.
  • One advice from me (as I had similar problem, just failed to think about it beforehand like you did ;) ) - when you import sprites UNCHECK generate mip-maps option.
  • Ok thanks @ChrisIceBox . My apologies for asking questions that are Unity related and not AC related. My first time using AC was also my first time using Unity...or any other game creation software. So I find it a bit hard to seperate what is Unity and what is AC if you get me? I will try in future to avoid Unity specific questions if that is preferred in here. 

    @Rem , thanks, ill try that :)
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.