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Clarify that creating a custom engine build configuration is not sufficient by itself to reduce exported project size #72893
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Related to #68647. You need to compile custom HTML5 export templates after creating a custom configuration. There is no way to magically trim features from the exported project without recompiling 🙂 We should add a label to the dialog and write a dedicated documentation page for customizing the feature build profiles (which can then be linked to from the dialog using a LinkButton). |
I'd like to add a newbie (in godot engine developement) perspective:
I'm willing to contribute my time to this goal, especially if I could get some guidance from someone in the know already. |
How does this custom engine build configuration actually work? There is no information about this anywhere. we have this page: #62996 I would be more then happy to write out the docs or try to fix any of the issues which make it not work, but to my knowledge 'build_feature_profile' doesn't work (yet), nor is there any way to use that file. (or maybe it's a windows only thing for now?) |
The option name was initially Line 218 in a3c49ad
|
Are there any plans of changing this in the near future, or would it be okay to add this to the overall documentation already? If it would be okay than I'd like to create an entry to the docs on how to use this. (I'll first fiddle around with it a bit to test things out of course so I can write a correct entry ^^) |
I'll gladly test the docs - drop me a link to PR when you're ready. |
I also stumbled on this completely by accident. Documentation would be greatly appreciated. The autodetection is great and will greatly reduce the effort required to produce small builds, which are essential for mobile devices especially in places where network availability is limited. |
The custom build profile feature on its own doesn't reduce binary size much, so it won't help that much. This is because it doesn't disable modules if a module ends up unused (due to all nodes that require it being disabled). Using This means that while additional documentation is welcome, it won't point towards the most optimal way of reducing binaries. The optimal way is still the oldschool approach of figuring out which modules you need, and disabling all modules you don't need. |
Do I understand it right - feeding the *.build file to SCONS when compiling an export template won't exclude the |
It will exclude the disabled classes, but it won't disable modules that these disabled classes may rely upon. This reduces the opportunities for reducing binary size significantly. |
Godot version
v4.0.beta17.official [c400205]
System information
macOS 13.2 (22D49)
Issue description
After disabling most features through the engine build configuration menu, a 2D scene with a single
ColorRect
produces a web release-build that is over 28MB. This is the same size as an export with all features included.Steps to reproduce
Project > Customize Engine Build Configuration
Project > Export
Minimal reproduction project
Test Project 2D G4.zip
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