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

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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

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