Unity3D 降低IL2CPP编译可执行文件大小
项目开始使用IL2CPP编译,后果是可执行文件急剧增加。
google后发现国外一大神写的方法,原帖在这http://forum.unity3d.com/threads/suggestion-for-reducing-the-size-of-il2cpp-generated-executable.338986/
懒得愿意看原帖的直接看我的方法吧
1、新建一个Mono工程,命名成UnusedByteCodeStripper2,贴如下面代码,编译出 UnusedByteCodeStripper2.exe
|
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
using System;using System.Collections;using System.Collections.Generic;using System.Diagnostics;using System.IO;using System.Linq;using System.Reflection;using System.Text;using Mono.Cecil;using Mono.Collections.Generic; namespace RemoveAttributesTool{ internal class Program { private static readonly string[] RemoveAttributesNames = { // Just information "System.Runtime.CompilerServices.CompilerGeneratedAttribute", "System.Runtime.CompilerServices.ExtensionAttribute", "System.ParamArrayAttribute", "System.Reflection.DefaultMemberAttribute", "System.Diagnostics.DebuggerStepThroughAttribute", "System.Diagnostics.DebuggerHiddenAttribute", "System.Diagnostics.DebuggerDisplayAttribute", "System.Diagnostics.CodeAnalysis.SuppressMessageAttribute", "System.ObsoleteAttribute", "System.AttributeUsageAttribute", "System.MonoTODOAttribute", // Not relative "System.CLSCompliantAttribute", "System.Runtime.InteropServices.ComVisibleAttribute", "System.Runtime.ConstrainedExecution.ReliabilityContractAttribute", // Editor only "UnityEngine.AddComponentMenu", "UnityEditor.MenuItem", "UnityEngine.ContextMenu", "UnityEngine.ExecuteInEditMode", "UnityEngine.HideInInspector", "UnityEngine.TooltipAttribute", "UnityEngine.DisallowMultipleComponent", "UnityEngine.Internal.ExcludeFromDocsAttribute", }; private static readonly string[] AdditionalDllFileNames = { "UnityEngine.dll", "mscorlib.dll", "System.dll", "System.Core.dll", "System.Xml.dll", "Mono.Security.dll", }; private static void Main(string[] args) { // Process for (var i = 0; i < args.Length; i++) { switch (args[i]) { case "-a": ProcessDll(args[i + 1]); break; } } foreach (var fileName in AdditionalDllFileNames) { if (File.Exists(fileName)) ProcessDll(fileName); } // Run original executables var monoCfgDir = Environment.GetEnvironmentVariable("MONO_CFG_DIR"); var monoPath = monoCfgDir.Substring(0, monoCfgDir.Length - 3) + "bin/mono"; var currentModulePath = Assembly.GetExecutingAssembly().Location; var orgModulePath = currentModulePath.Substring(0, currentModulePath.Length - 3) + "org.exe"; var orgArgs = '"' + orgModulePath + '"' + ' ' + string.Join(" ", args.Select(a => '"' + a + '"')); var handle = Process.Start(monoPath, orgArgs); handle.WaitForExit(); } private static void ProcessDll(string dllPath) { AssemblyDefinition assemblyDef; using (var assemblyStream = new MemoryStream(File.ReadAllBytes(dllPath))) { assemblyDef = AssemblyDefinition.ReadAssembly(assemblyStream); } ProcessAssembly(new[] {assemblyDef}); using (var assemblyStream = File.Create(dllPath)) { assemblyDef.Write(assemblyStream); } } private static void ProcessAssembly(AssemblyDefinition[] assemblyDefs) { foreach (var assemblyDef in assemblyDefs) { foreach (var moduleDef in assemblyDef.Modules) { foreach (var type in moduleDef.Types) RemoveAttributes(type); } } } private static void RemoveAttributes(TypeDefinition typeDef) { RemoveAttributes(typeDef.FullName, typeDef.CustomAttributes); foreach (var field in typeDef.Fields) RemoveAttributes(field.Name, field.CustomAttributes); foreach (var property in typeDef.Properties) RemoveAttributes(property.Name, property.CustomAttributes); foreach (var method in typeDef.Methods) RemoveAttributes(method.Name, method.CustomAttributes); foreach (var type in typeDef.NestedTypes) RemoveAttributes(type); } private static void RemoveAttributes(string ownerName, Collection<CustomAttribute> customAttributes) { foreach (var attrName in RemoveAttributesNames) { var index = -1; for (var i = 0; i < customAttributes.Count; i++) { var attr = customAttributes[i]; if (attr.Constructor != null && attr.Constructor.DeclaringType.FullName == attrName) { index = i; break; } } if (index != -1) customAttributes.RemoveAt(index); } } }} |
2、进入Unity目录
Unity/Contents/Frameworks/Tools/UnusedByteCodeStripper2
3、把原来的UnusedByteCodeStripper2.exe命名成 UnusedByteCodeStripper2.org.exe
4、把刚生成 UnusedByteCodeStripper2.org.exe 贴进入。
5、用Unity生成xcode,测试结果
浙公网安备 33010602011771号