Optimizing build size

On compiling your game into a standalone executable, whether it's for PC, Mac, or mobiles, you'll always want the build to be as slimline as possible. Ideally, the final build should contain only release-relevant code (stripped of debug statements), and only assets (meshes and textures) used in the game, and these should also be formatted and compressed optimally for the target platform. This ensures that the build runs efficiently for the target hardware and is as small in file size as possible. This is especially important for mobile games and for Asset Store uploading, as many asset stores place limitations on acceptable file sizes for downloadable games. For this reason, we'll need a way to control the build file ...

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