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« on: February 20, 2012, 09:18:53 am »
Hi shaz,
You can't do anything about the exe size (8.1MB) as that is the Unity runtime exe. You can possibly do a few things to reduce the size of your assets, but I'll explain why it is the way it is first.
When you use png images, it has to get decompressed (possible recompressed using DXT, etc) and uploaded to the VRAM. What the Unity asset pipeline does is, when you import a png, it decompresses it and recompresses it using the compression format you tell it to. It can also be uncompressed (32 bit or 16 bit RGBA) This means that there isn't any intermediate step which needs to be performed when loading to the GPU, and everything is really fast and nice. Sometimes this works out better than png compression, but most of the time it does not. You can obviously improve file size (at the cost of image quality) by changing the compression settings but you'd have to do this on a case by case basis - sometimes DXT compression artefacts are acceptable and sometimes they aren't.
You can see the file sizes of individual assets in your project (and what ends up taking up the most space), by looking at the Editor Log after building your player. You can get to this by clicking on "Open Editor Log" in the console window. One thing you want to make sure is that none of your source textures are being included.
unikron