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Mobile Build Optimizer – light-weighted but useful Editor tool which provides possibility to optimize your builds for mobile platforms.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2022.3.39f1
Compatible
Compatible
Compatible
Description

Meshes, textures, audio assets and project settings – this tool will try to set them up as good as it's possible (by automatic tools) to minimize APK size and increase your application productivity on Android/iOS devices.


Mobile Build Optimizer will optimize assets and project settings in the optimal way, but sometimes manual correction may be a little bit better. This tool is created to save developer's time and help beginners to optimize their Android or iOS build in very short amount of time. But in any way, this auto optimization will be surely better than non-optimized build.


You need only 2 steps to use Mobile Build Optimizer in your project:

  1. Click Tools/Mobile Build Optimizer menu button.

2. Choose and click needed optimization.


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This optimizer is also contained in Heroic Engine toolkit. If you want to simplify and fasten your game development process and get multitude of useful systems/components/tools, I recommend to take a look on it :)

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Feel free to ask questions via developer's email: mark.tsemma@gmail.com

Or join Heroicsolo Assets Discord server.


Technical details
  • meshes optimization (disabling tangents + enabling mesh compression)
  • image assets optimization (enabling mipmaps + crunched texture compression + limiting max texture size to 1024 pixels)
  • audio assets optimization (setting optimal audio load type depending on audio size: DecompressOnLoad for small audios, CompressedInMemory for average ones and Streaming for long ones)
  • project settings optimization (switching to IL2CPP + enabling release minifying and collision meshes baking)

Mobile Build Optimizer | Optimize build in 2 clicks

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