Size and loading
Most ad networks cap a playable at 5 MB, and every kilobyte is load time. Studio keeps builds small by default; this page is about what it does and what you can do.
Only what's used ships
A build carries the assets its scenes, prefabs and scripts reach — follow the references from the build's scenes and you have the build. The Assets panel marks each file used or unused by the active build profile, and the build log lists what it left out.
Assets loaded by name
If a script builds an asset's name in code ('levels/' + n), Studio can't see the reference. Tick Include every asset on the build profile, or reference those assets from a scene or a @property field.
Feature cropping
The engine's optional features — 2D particles, 2D physics, UI controls, UI transitions, animation graphs — are only in a build that asks for them. Project Settings → Feature Cropping chooses which, in named configs; a build profile can use its own config.
Studio detects what your scenes and scripts use. The build warns about a feature that's used but cropped out, and the Build window's checks offer to fix it. Each component's reference page says which feature it belongs to and roughly how much it adds.
Images
- Sprite atlases — images marked Packable are packed into atlases at build time: fewer files, fewer draw calls.
- Use the size you need: a 4096 px background on a 1080 px-wide canvas ships four times the pixels it shows.
- The asset Inspector shows each image's file size and dimensions.
The size report
The Build window estimates the build's size before you build, and after a build shows each network's package against its cap, broken down by kind (code, images, audio, fonts). Start with the biggest slice.