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.One release, the menu background went from 1.79 MB to 16 MB. Nobody noticed: the build just got a bit heavier, like it does every release. APK Analyzer said data.unity3d had grown. It couldn't say which of three thousand assets did it, or why.Sizely answers both. It reads Unity's own BuildReport, maps the size back to real project assets, and tells you why each one is big in the language of your project: 'Assets/Resources/Art/Background_Menu.png (16 MB) ships as RGBA32 on Android. A compressed format would save roughly 12 MB.'Why not the free tools?Unity's Build Report Inspector shows what is inside one build, at uncompressed sizes. Android Studio's APK Analyzer compares two APKs, but file by file: it can tell you data.unity3d grew, not which asset inside it did. Sizely connects the two and adds what neither does:Which Unity asset grew since the last release, matched by GUIDWhy it is big: import settings checked for the platform you actually builtWhat a device downloads, read from the APK or app bundle itselfA CI check that fails the pipeline when the build outgrows its budgetWhat a device actually downloads (Android)Sizely opens the APK or app bundle it just built and shows what every group of files takes inside it, compressed, beside the same content uncompressed. On one real project the native libraries were 248 MB in the build report and 80 MB in the archive. For an app bundle it also subtracts the metadata Google Play strips and the ABI other devices get: a 159.84 MB bundle came out at about 100 MB on a phone.Compare buildsSave a snapshot for each release and diff the next build against itTotal delta, then the change by asset category, by output file and per asset: grew, shrank, added, removedAssets matched by GUID, not path. On a real pair of builds where a package had been renamed, path matching reported 1110 additions and 1067 removals; by GUID it was 60 and 17Find bloat, for the platform you builtUncompressed and oversized texturesPCM audioAssets packed into the build more than onceLarge assets force-included under Resources/Compression is read from each asset's importer override for the build's platform, so a texture compressed for Android but left as RGBA32 for iOS is caught on the iOS buildAssets in read-only packages (registry, Git, built-in) fold into one line, so the list is what you can actually fixHonest numbersSizely refuses comparisons that cannot mean anything rather than show a misleading delta: two different platforms, or an APK against an app bundle. In CI both exit with a "could not check" code, not a failure.Guard build size in CIRun the same comparison headless after a player build. Set a growth budget and fail the pipeline when the build exceeds it; the log names the biggest contributors. Separate exit codes tell a real regression (2) from a setup problem (1). Export the report as JSON for a PR comment or a dashboard.Build normally, then open Window → Sizely → Analyze Build. There is no extra capture step: Sizely receives the BuildReport from Unity's build pipeline as each build finishes.Supported platforms: Android (APK/AAB), iOS and Windows. The download estimate is Android only, since iOS and desktop builds produce no single archive.Unity: 2022 LTS – Unity 6Editor-only and read-only: Sizely never builds a player, modifies your assets or writes anything into your Assets folder.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.




