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Copy file name to clipboardExpand all lines: Documentation/buildreport.md
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@@ -49,7 +49,13 @@ SELECT build_time_asset_path from build_report_source_assets WHERE build_time_as
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## Cross-Referencing with Build Output
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For comprehensive analysis, run `analyze` on both the build output **and** the matching build report file. Use a clean build to ensure PackedAssets information is fully populated. You may need to copy the build report into the build output directory so both are found by `analyze`.
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For comprehensive analysis, run `analyze` on both the build output **and** the matching build report file. Use a clean build to ensure PackedAssets information is fully populated.
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`analyze` accepts multiple path arguments, each of which can be a file or a directory, so you can pass the build output directory together with the build report path (or the directory containing it) in a single command:
PackedAssets data provides source asset information for each object that isn't available when analyzing only the build output. Objects are listed in the same order as they appear in the output SerializedFile, .resS, or .resource file.
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## Working with Multiple Build Reports
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Multiple build reports can be imported into the same database if their filenames differ. This enables:
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Multiple build reports can be imported into the same database if their filenames differ. Pass each report (and any build output directories) as separate path arguments to a single `analyze` command. This enables:
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- Comprehensive build history tracking
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- Cross-build comparisons
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- Identifying duplicated data between Player and AssetBundle builds
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### Prior to Unity 6.6
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Each build overwrites `Library/LastBuild.buildreport`. To compare builds, manually collect the report after each build, rename the copies so the filenames are unique (the analyzer keys serialized files by filename), then pass them to `analyze`:
Player and content directory builds record a structured [build history](https://docs.unity3d.com/6000.6/Documentation/ScriptReference/Build.BuildHistory.html) (default location `Library/BuildHistory`). Unity assigns each build its own directory and gives every build report a unique GUID-based filename, so there is no need to copy or rename reports to compare them. Run `analyze` on the entire build history folder, or on specific build report directories:
Copy file name to clipboardExpand all lines: README.md
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## Getting UnityFileSystemApi
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UnityFileSystemApi is distributed in the Tools folder of the Unity Editor (from version 2022.1.0a14). The UnityDataTools repository includes a Windows, Mac, and Linux copy of the library in the `UnityFileSystem/` directory.
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UnityDataTool uses the native `UnityFileSystemApi` library to read Unity Archives and SerializedFiles. **Normally you don't need to do anything with this library.** The repository already includes a recent Windows, Mac, and Linux copy in the [`UnityFileSystem/`](https://github.com/Unity-Technologies/UnityDataTools/tree/main/UnityFileSystem) directory, and using that bundled copy is the recommended way to run the tool.
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The library is backward compatible and can read data files from most Unity versions, so typically the version that is provided with UnityDataTools can be used "as is".
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The library is backward compatible but not forward compatible: a given version can read content from the same or older Unity versions, but may be unable to read content produced by a newer Unity Editor than the library itself. The bundled copy is updated periodically as Unity evolves, so in practice it can read content from just about any Unity version.
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To analyze data using the library from a specific version of the Unity Editor, copy the appropriate UnityFileSystemApi file from your Unity Editor installation (`{UnityEditor}/Data/Tools/`) to `UnityDataTool/UnityFileSystem/`prior to building:
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`UnityFileSystemApi` is also distributed in the `Data/Tools/` folder of the Unity Editor (for all versions since 2022.1.0a14). In the rare case that you need to read content from a Unity version newer than the bundled library, copy the matching file from your Unity Editor installation (`{UnityEditor}/Data/Tools/`) into the `UnityFileSystem/`directory before building:
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