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temp2018

New Member
Jan 9, 2018
7
25
for those who want something like sandbox - extract and put it in \bmotv_0_5_0_f1_unlocked__windows_Data\Managed\
after this load your game and you have 100k votes + when you buy item you get 200pcs of it. its just slightly modified dll.
 

Bleh21

Member
Dec 4, 2018
436
902
Wish this game was about bmo from adventure time seducing all the adventure time female cast and creating a porn studio with them.
 

Pretentious Goblin

Devoted Member
Nov 3, 2017
8,233
6,959
Okay, I'm thinking something went seriously wrong with this version. It's 16GB and I'm getting worse performance and white squares momentarily every time I change screens.
 

Creiz

Well-Known Member
Game Developer
Sep 18, 2018
1,293
3,013
That's why a lot of Unity-based games, produced by not professional collectives, are very bulky?
It's a huge problem, mate. That and Unity slowing down to a crawl after working on something for a period of time.

This is why I personally didn't release my own game yet. I just restarted it for the 6th time already because "Reloading Assemblies" and "Compiling Scripts" is taking upwards of a literal 5 minutes every single time I change a couple small things.

Unfortunately for me -and fortunately for you guys, ig- I have most of the gameplay mechanics already done and working solid. So restarting the project isn't too much of a waste of time, it's just annoying as fuck.

And yeah, my builds are like fucking 5GB for absolutely no goddamn reason. I don't even have 5gb of stuff inside my assets folder. This shit is fucking crazy, yo. It went back to ~500mb when I did restart the project, though.

But for fuck's sake. Fuck Unity with the thickest, most spiked baseball bat you can find. I swear after I'm done with my game I will never touch Unity again for the rest of my life.
 

relattic

Member
Game Developer
May 11, 2019
220
390
This is unironically heavier than csgo at 15gb
sure, but cs:go doesn't have nearly as much character customization. you can't compare 3d models with small textures like cs:go to a 4k 2d game with so many graphics. pretty sure the amount of graphics alone is double that of cs:go already, and then you also need to remember that cs:go textures are relatively low res.
16 main character body states where all clothes need graphics for each state don't just vanish on the hard drive. character cutomization is the main feature that the target audience plays the game for.
I agree that the graphics could be compressed differently, but since I can't change what Unity does with it, it is what it is.
This is also the only forum where people complain about it, as always. Probably related to the fact that there are barely any ppl from the target audience here.
 
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Troutmask90

Newbie
May 11, 2020
75
85
I'm no game dev so I definitely don't have any sort of comprehension of how things with Unity work, but I have to imagine there's gottta *some* way to 'optimize' things? I don't mind the size too much, it's 2022 and finding 15-20gb of harddrive space isn't really that unreasonable of an ask for a game. But that combined with the fact that it runs kind of sluggish for what is a 2D game with little to no flashy effects/rendering makes me wonder if something could be done to make all of textures more manageable. The art in the game is great, don't get me wrong, just confuses me how it can be as demanding as it is.

(also sorry, I'm sure it's annoying to have a bunch of armchair game devs complaining about things they don't understand lol)
 

fakehb

Member
Jun 30, 2020
125
154
I'm no game dev so I definitely don't have any sort of comprehension of how things with Unity work, but I have to imagine there's gottta *some* way to 'optimize' things?
Yes, that goes without saying. I've certainly been unhappy with build sizes of some Unity projects I've worked on, but nothing like what is happening here. Way outside of normal for Unity.

Some things to check:

-Textures are most likely larger than they need to be, and this is also likely affecting performance. They may be uncompressed. Not talking about the physical files in your project, but the texture import settings for each file (eg. "max size" and "format"). At the least, something (or things, most likely) are affecting performance rather dramatically. To be fully honest, even though a 16 GB build kind of sucks in and of itself, unless you're hurting for HDD space or trying to port to a more limited platform it doesn't matter much. I'd be significantly more worried that whatever is inflating my build size might also be contributing to poor performance.

-Similar thing for sound file import settings, but I doubt this would be the main culprit.

-I'm assuming none of your animations use one image per frame, but if they do, that can add up very quickly.

-I'm also assuming that none of your scenes are overly huge, although it is possible for garbage to accumulate in scenes. It also might be possible that you have, say, disabled GameObjects somewhere that reference unused assets so that those assets cannot be stripped.

-Are you including any scenes in your build that you don't need to? That would also cause otherwise unused assets to not be stripped.

-One thing to check is if some textures are non-power of 2, in which case depending on settings and context Unity may scale them behind the scenes to the next highest power of 2 resolution.

-If color variations on items are separate textures, and it seems that there are many variations, recoloring could be handled with a shader instead. It's technically possible to do this with only one texture, but imho the best way is to have a base texture and a "color map," where you use the red, green, blue, (and, if you really need four different color regions, because it's a bitch to work with, alpha) channels on the color map to create regions that can be recolored. Pretty straightforward to make this in shadergraph.

-If not done already, can try building with LZ4HC compression.

-You may have some unused built-in packages that you can remove. Just because you do not use these does not mean that they are stripped.

-Ditto for anything in your Resources folder.
 
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