(Solved) File header size of world data huge. Turned out to be static lightmaps on large objects taking up space. (Was: SDK Uploads All project files when uploading a world. (Originally: World file size mysteriously doubled.))
complete
Jasper Raine
So this is SDK version 2019.06.19.20.14
Edit: Upgraded my project to SDK version 2019.06.25.21.13 and the bug is still present.
Final Edit: Alright I think I've figured out at this point what's going on. For some reason the SDK is uploading all the files of the unity project even if they're never used in a scene. I found this out when removing objects, probes, and materials from a scene wasn't decreasing the size, yet when I did some heavy texture compression it nearly cut the file size in half. It was uploading at about 425 MB and the compression made it about 250 MB.
Below is the original post. -------------------
I've been working on updates for my home world a lot and I recently removed some stuff from the map that wasn't needed and after I did this the world size went from ~180 MB to 307 MB despite my optimizations. I have a friend much more experienced in unity than I am and he doesn't even know what happened. I have future proofing disabled, which I know normally uploads all the files in a project. The weird part about that is even if it was enabled, I haven't added anything to the project that would cause it to double in size. The only things I did that might have possibly caused the issue is compressing meshes as well as changing the lightmapper method from enlighten to progressive. Besides that, removing objects should not have caused the file size to increase and in fact both the lightmapping method and compressing meshes should also lower file size. I've since reverted the meshes to what they were with no difference. (The models were only like 24kb anyway.) The other weird thing is in one of my previous updates I had used the progressive lightmapper and the file size remained about 180 MB.
If I narrow down any possible causes or find a work around, I'll edit my post.
Edit: Friend pointed out it might possibly be a light probe script being uploaded that I had recently downloaded and am not using anymore. Going to attempt to re-upload without it in the project. (Okay so this did nothing. Currently doing more troubleshooting.)
Another Edit: IT GOT BIGGER????? It's now 425 MB
Yet another edit: Uploading it with a new blueprint ID did nothing to help the size. Removing all light data only revealed that the world size was still much larger than it should've been.
Log In
Tupper - VRChat Head of Community
complete
Marked as solved by OP
Observer.
To manually check what is taking up all the space you can upload your world then open the Editor Log. Search for something along the lines of CustomScene and it should give you a breakdown of the build.
Jasper Raine
Observer.: Never managed to find that stuff in the editor log.
Observer.
Jasper Raine: Make sure you upload your world with a new build, even if you reupload to the same ID without any changes. It needs to build again to show the information.
The information is under: 'Bundle Name: customscene.vrcw'
Jasper Raine
Observer.: I am uploading my world as a new build. I did finally find what you were talking about. I've never accessed this location for unity stuff. Okay, so basically what's taking up the most space is "file headers" at a whopping 71.5% and surprisingly I don't think I see any unused assets in the list. The full percentages for the uncompressed usage is this:
Textures 87.4 mb 16.0%
Meshes 7.5 mb 1.4%
Animations 0.0 kb 0.0%
Sounds 2.3 mb 0.4%
Shaders 12.9 mb 2.4%
Other Assets 1.4 mb 0.3%
Levels 44.0 mb 8.1%
Scripts 1.9 kb 0.0%
Included DLLs 0.0 kb 0.0%
File headers 390.4 mb 71.5%
Total User Assets 545.9 mb 100.0%
Complete build size 545.9 mb
I have no idea if I have any control over the file headers section. I do know I have control over the textures, however I've already been compressing them as much as possible without lowering their quality. I still find it weird that I updated the sdk and
removed
stuff from the world only to have the file size increase.Observer.
Jasper Raine: After a quick google: first make sure all prefabs in your scene have any changes applied. If you have a folder in your project called Resources, it will include files from there in the build which can increase the file header size. It may also be due to having static lightmap enabled on certain assets.
At this point if nothing works perhaps jump into the vrchat discord and ask in the #worlds channel if someone knows about reducing the file headers category in the build.
Jasper Raine
Observer.: Alright, thanks
Jasper Raine
Observer.: I ended up figuring out what was wrong. It was having lightmap enabled on some large objects. So thanks!
Observer.
Go to the scene descriptor and set the dynamic material size to 0. Upload your world again. Let me know if that helps. Usually that is the problem because even when you remove something it will still be referenced by the scene descriptor, thus the build would contain those referenced files. Might also want to double check the dynamic prefabs list
Jasper Raine
Observer.: It is not the materials. I'm very aware of setting dynamic material size to 0. I will check the editor logs and get back on that bit.