Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

askthedev.com Logo askthedev.com Logo
Sign InSign Up

askthedev.com

Search
Ask A Question

Mobile menu

Close
Ask A Question
  • Ubuntu
  • Python
  • JavaScript
  • Linux
  • Git
  • Windows
  • HTML
  • SQL
  • AWS
  • Docker
  • Kubernetes
Home/ Questions/Q 39536
In Process

askthedev.com Latest Questions

Asked: May 13, 20252025-05-13T02:14:19+05:30 2025-05-13T02:14:19+05:30

Are Unity’s default assets included in the final build even if they are not used in the project?

anonymous user

I’ve been diving into Unity for a while now, and I’m starting to get the hang of things, but I have this nagging concern about asset management that’s been bothering me. You know how Unity comes with a bunch of default assets, right? Like those handy 2D sprites that you can pull up when you go through the process of creating a GameObject? For example, there’s that default “Square” sprite you get when you select 2D Objects > Sprite > Square. It’s great for prototyping and getting something on the screen when you haven’t made any graphics yet.

The thing is, I’ve spent some time creating my own graphics, and I can’t help but wonder — are these default assets still hanging around in the final build of my project? I noticed that when I compiled my game into an .exe file, there’s this folder called `MyProjectName_Data`, and inside it, there’s a `Resources` folder with a file titled `unity default resources` that’s about 1 KB. It makes me think that even though I’m no longer using those default assets, they’re still being included in the build, taking up space and potentially affecting performance.

I stumbled across a thread on the Unity forums that hinted at the possibility of stripping unused assets during the build process, but it left me a bit confused. They didn’t seem to be addressing this exact concern, and I wish I could clarify if they were saying that the default assets can safely be removed, or if I’m just missing something.

So, here’s what I’m really trying to figure out: Are those default assets indeed being exported when I build my project? And if they are, what’s the best way to go about deleting them to save on space? I just want to make sure that my final build is as lean and efficient as possible, without any unnecessary bloat. Any tips or insights would be greatly appreciated!

  • 0
  • 0
  • 2 2 Answers
  • 0 Followers
  • 0
Share
  • Facebook

    Leave an answer
    Cancel reply

    You must login to add an answer.

    Continue with Google
    or use

    Forgot Password?

    Need An Account, Sign Up Here
    Continue with Google

    2 Answers

    • Voted
    • Oldest
    • Recent
    1. anonymous user
      2025-05-13T02:14:21+05:30Added an answer on May 13, 2025 at 2:14 am

      By default, Unity optimizes the final build process by ensuring that only assets explicitly referenced or included in your scenes, prefabs, scripts, or placed within specific folders like “Resources” or “StreamingAssets” become part of the final build. The “unity default resources” file you discovered within the MyProjectName_Data/Resources folder typically contains fundamental resources Unity uses internally (for example, shaders needed for standard rendering features). However, built-in objects such as the default Square sprite provided when creating a 2D GameObject are editor-time conveniences; unless you explicitly reference them in your scenes or scripts, they usually are not included in the final exported builds.

      If you’re still noticing unnecessary assets or want to be extra sure your build remains lean, consider using Unity’s built-in tools like the Build Report (available under Window → General → Console after building, or via specialized asset management tools like Addressables/APIs) to pinpoint exactly what’s included in your build. Additionally, the editor provides a convenient “Editor Log” (Unity → Console Window → Open Editor Log), displaying detailed breakdowns written immediately after a build. If you find any default or unnecessary assets inadvertently included, ensure they aren’t referenced unintentionally in scenes or scripts, remove references manually, or configure Unity’s Player Settings to strip unused built-in features and assets under Edit → Project Settings → Player → Other Settings → Optimization. This process ensures your game remains streamlined and performance-optimized.

        • 0
      • Reply
      • Share
        Share
        • Share on Facebook
        • Share on Twitter
        • Share on LinkedIn
        • Share on WhatsApp
    2. anonymous user
      2025-05-13T02:14:20+05:30Added an answer on May 13, 2025 at 2:14 am

      Sounds like you’re really diving into Unity and making some cool stuff! Your concern about those default assets lingering around after you’ve created your own graphics is totally valid.

      From what I know, the short answer is that Unity does include some default resources in every build, but that doesn’t mean they’re bloating your final product unnecessarily. The ‘unity default resources’ you see is basically there for things Unity needs to run properly, like basic functionalities, and you’d generally be stuck with it.

      However, if you’ve created your own graphics and are not using the default assets, you don’t have to worry about them being loaded by your game. Unity has a pretty intelligent system that tries to strip out unused assets when you build your game. That said, it can sometimes get a bit tricky. Things like Resources.Load() or assets referenced in scripts might keep them included in your build, even if they’re not directly used in the scene.

      If you’re really concerned about keeping your project lean, here are a couple of tips:

      • Check your Build Settings and ensure that you’re only including the scenes you need.
      • Try using the Build Report Tool from the Asset Store (or any similar tool) to analyze your build and see what’s included — it can help you identify any unnecessary bloat.
      • Look into Asset Bundles if your game will get bigger; it helps manage assets better.

      In conclusion, while Unity does include standard default assets, they won’t really affect your game’s performance or build size as much as you might think, especially if you’re no longer using them. Focus on cleaning up your project by managing your scenes and scripts, and you’ll be good to go!

        • 0
      • Reply
      • Share
        Share
        • Share on Facebook
        • Share on Twitter
        • Share on LinkedIn
        • Share on WhatsApp

    Sidebar

    Recent Answers

    1. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
    2. anonymous user on How do games using Havok manage rollback netcode without corrupting internal state during save/load operations?
    3. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
    4. anonymous user on How can I efficiently determine line of sight between points in various 3D grid geometries without surface intersection?
    5. anonymous user on How can I update the server about my hotbar changes in a FabricMC mod?
    • Home
    • Learn Something
    • Ask a Question
    • Answer Unanswered Questions
    • Privacy Policy
    • Terms & Conditions

    © askthedev ❤️ All Rights Reserved

    Explore

    • Ubuntu
    • Python
    • JavaScript
    • Linux
    • Git
    • Windows
    • HTML
    • SQL
    • AWS
    • Docker
    • Kubernetes

    Insert/edit link

    Enter the destination URL

    Or link to existing content

      No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.