Unity 5.5.3f1. Build for iOS. Strip Engine Code is ON with .NET 2.0 Subset.
I have a lot of script as part of my game framework. But I don't use all of them, just a small part.
I've just found out that for some reason a lot of my scripts are converted into C++ and compiled into binary, event that I don't use for sure. So in result binary gets very big.
I used MapFileParser tool to parse link map files for reveal this issue.
I am expecting that all unused code should be stripped, not only the Engine related code but all code. So if I don't use class Boo in my code why it should be in the final binary?
Could you clarify this is a bug or expected behavior? Thanks.
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