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평점 만점의 리뷰가 11,000개 이상

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$15
1 - 10 / 153개 표시
사용자 리뷰
정렬 기준
n
greate resource tool
16 days ago
ngfilms이전 버전 3.13.3
No brainer tool to check what files are being compiled .
이 리뷰가 도움이 되었나요?
0
0
A
Does what it says
3 months ago
ATMLVE이전 버전 3.13.3
It shows you a list of stuff included in a build, how much space each thing took, and has a button that navigates the editor to where the thing is in the project files. There's no set up at all, it auto generates when you make a build. Can't be much more utilitous than that.
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2
0
U
Best of its kind
3 months ago
Umiiiiiii이전 버전 3.13.2
Literally, there's no other Build Report Tools out there that could beat this one. I've tried all those paid and free assets but none could do what this tool is doing. Developer is quick in solving any bug that's reported. Totally recommended and a Must Have asset this is.
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0
0
J
Doesn't work / Dreadful Customer Service
6 months ago
Jaycebu2000이전 버전 3.12.2
Does not work spent hours trying, comes with no instructions or video tutorial, asked for refund, been 26 days before i got a response (from asset store) as seller said to file refund, i chased it up numurous times with no reply finally said because I downloaded it can't have a refund regardless of weither it works or not, this is my last ever purchase from the asset store. (The seller of the asset told me to file for refund which I did) as of 5th July no refund.
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0
5
V
Helpful asset
7 months ago
VirtualMaestro이전 버전 3.12.2
An excellent asset. I use it frequently and find it extremely helpful. Thank you! P.S. I don't know if it is possible, but it would be great to have some info on which code was stripped out with the 'Strip Engine Code' tool.
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0
0
p
A must asset for optimisation
9 months ago
psycodex이전 버전 3.12.2
Been using it for couple of years, was facing some problem issues with Unity 6 but developer helped in fixing that quick.
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0
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a
Good asset, helps to reduce size of the builds and analyse it in general
9 months ago
alf16d이전 버전 3.12.1
Please! Add support for the macos editor. const string EDITOR_KEY_MAC = "/Unity.app/Contents/MacOS/Unity"; Thank you!
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0
0
b
Just needed the DLL sizes...
a year ago
brieder이전 버전 3.11.12
There on Windows builds. Missing on Android builds.
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0
0
퍼블리셔 답변:
9 months ago에 답변됨
Hi, can you share what version of Unity you're using? Are you building directly into an .apk, an app bundle, or as a Gradle project? Build Report Tool version 3.11.12 was already designed to fix DLL sizes not showing on Android builds, but I may have missed some edge cases. That's why I need more information. UPDATE: I fixed some bugs when the Android project is built as an App Bundle or Gradle project. It might help but not sure what your situation is.
m
Amazing Tool
a year ago
mergevideogames이전 버전 3.11.11
I did't quite understand at first how to use it..is better for new users to do a video tutorial how get actually the report and put it on build report tool. I didn't found useful the documentation..i just figured out how to get the actual report by playing around. I have a tons of files inside my app, and it was hard to find what was not compressed on build. I currently manage to reduce my .apk size from 230MB to 95MB, by just shrinking the top 10 big files. Thanks :)
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3
0
b
Good Tool
a year ago
bitrop이전 버전 3.11.11
Tried different ways, nothing Error: No build info found. UPD: Now it works, thanks I did't check much yet, but looks like a useful tool Can you explain please, why it shows Used 5GB Unused 40Gb but Asset folder in total 64Gb ? I unticked checkbox Unused Assets List
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0
0
퍼블리셔 답변:
a year ago에 답변됨
Try to do a Clean Build of your project. There seems to be a change in the way build event notifications are sent due to the introduction of incremental build features and requires you to do a Clean Build first. You should only need to do it once. Let me know if that doesn't work. Regarding sizes, Build Report Tool by default will only check the first 10,000 assets it can find that are unused. So it could be you have more files but Build Report Tool is stopping. You can turn off that limit in the Options, but just note that it can make report generation take longer (because it tallies the file sizes of all of those files). Another reason could be that the used assets size you're looking at is on files that gets compressed further (it depends on the platform you're building on. Android for example, compresses all the used assets into an archive with solid compression). But hard to say unless perhaps you share a screenshot. You can post in the forums (there's a link to the forum threads in the Overview description of this asset).
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