Sizely — Build Size Guard & Bloat Auditor


Package and output-file size breakdown Size by asset category Largest individual assets Assets packed more than once Compare builds ... Find bloat ... PCM audio


by BBV Studio


Price History +

See what your players actually download, file by file and asset by asset. Bloat warnings, version-to-version diff, and a CI check that fails when the build outgrows its budget.

- Download breakdown (Android) — Sizely opens the APK or app bundle it just built and reports what each group of files occupies inside it, compressed, beside the same content uncompressed and the ratio between them.

- Honest download estimate — an app bundle carries every ABI and metadata the store strips; Sizely counts one ABI plus everything shared and names the ABI it assumed. An APK is reported whole, because it is downloaded whole.

- Build size breakdown — see the package size, shipped output files, asset categories and the largest individual assets in each.

- Cross-build diff — compare against a saved snapshot: total size delta, changes by category and output file, and assets that grew, shrank, were added or removed. Assets are matched by GUID, so moving or renaming a folder is not mistaken for deleting and re-adding its contents.

- Bloat warnings — find uncompressed or oversized textures, PCM audio, assets packed more than once, and large assets under Resources/, with estimated savings.

- Platform-aware checks — texture compression checks use the importer overrides for the platform that was actually built.

- Runs in CI — check build growth against a saved baseline and fail the pipeline when it exceeds a size budget. Exit codes distinguish a real regression from a setup problem.

- JSON reports — export build analysis and diff results for CI artifacts or further tooling.

- Per-version snapshots stored as JSON — commit them to compare build size across releases. Comparisons that cannot mean anything are detected and flagged rather than producing misleading numbers: two different platforms, or an APK against an app bundle.

- Automatic BuildReport capture — every player build is captured as it finishes; no separate capture step or dependency on temporary Library/ files.

- Incremental-build support — when Unity omits packed asset data, Sizely carries it over from the last full build for that platform and clearly marks it as carried over.

- Editor-only, read-only — Sizely never builds a player, modifies your assets or adds runtime code to your build.

- Unity 2022 LTS → Unity 6. Verified build targets: Android (APK / App Bundle), iOS and Windows.

Your build gained 30 MB between two releases and nobody knows which asset did it.

Unity's own build log gives you a wall of file paths, not the texture someone left uncompressed for iOS or the atlas that got packed into two output files. So the size creeps up release after release, until a store limit or a download-conversion chart forces an emergency audit — and by then the change that caused it is fifty commits deep.


Sizely turns every player build into a size report you can act on.


See where the space went:


  • What a device actually downloads, not just what the file weighs (Android)
  • The compressed size of every group inside the APK or app bundle, beside the same content uncompressed
  • Package and output-file size breakdown
  • Size by asset category
  • Largest individual assets
  • Assets packed more than once

Compare builds


  • Save a snapshot for each release
  • See total size delta between versions
  • Find what grew, shrank, was added or removed
  • Compare changes by category, output file and individual asset
  • Assets matched by GUID, so a renamed folder or package is not a thousand deletions

Find bloat


  • Uncompressed textures for the target platform
  • Large textures that may need review
  • PCM audio
  • Assets packed multiple times
  • Large assets in Resources

Guard build size in CI


Run the same comparison headlessly after a player build. Set a growth budget and fail the pipeline when the build exceeds it. Sizely names the assets responsible in the log and can export the report as JSON. Separate exit codes distinguish a real size regression from a configuration error.

Sizely works from Unity's own BuildReport and, on Android, from the APK or app bundle it just built. There is no extra capture step and no intermediate path to maintain — build normally, then open Window → Sizely → Analyze Build.


Supported platforms: Android (APK/AAB), iOS and Windows

Unity: 2022 LTS – Unity 6

Editor-only and read-only: Sizely never builds a player, modifies your assets or writes anything into your Assets folder.