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Optimization tips

Nate River edited this page Jul 12, 2023 · 6 revisions

At first, make sure that all atlases from Assets\HeroEditor4D\FantasyHeroes\Atlases are set Include in Build. Then make sure that Sprite Packer is enabled (navigate to Edit/Project Setitngs/Editor).

What may be the final size of the asset in your builds? Well, for example, all sprites from the asset packed to atlases will take about 30-40 Mb of your APK on Android. BUT these atlases will take about 300Mb of a device RAM when loaded into memory. This may be an issue for old devices.

To optimize your build size simply remove unused sprites. You can delete unused sprites or you can disable default atlases (set IncludeInBuild=False) and create custom atlases that will include only sprites that you need. Alternatively, you can create a new custom atlas from code using SpriteAtlas API based on the list of sprites used.

Also don't forget to use Profiler and check Build Logs!

More info:

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