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Last active May 13, 2022 01:21
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using System.IO;
using UnityEngine;
using UnityEditor;
using System.Text;
using UnityEditor.Experimental;
public class AssetSizeEstimation
{
[MenuItem("AssetDatabase/PrintOutPathToFileSizes")]
public static void PrintOutPathToFileSizes()
{
var allAssetPaths = AssetDatabase.GetAllAssetPaths();
int index = 0;
StringBuilder assetPathInfo = new StringBuilder();
assetPathInfo.Append("Project Path,Library Path, Size (bytes), Extension");
assetPathInfo.AppendLine();
foreach (var assetPath in allAssetPaths)
{
//Don't update the progress bar too often
if ((index % 10) == 0)
{
float progress = (float)index / (float)allAssetPaths.Length;
EditorUtility.DisplayProgressBar("Gather path information", "Getting data", progress);
}
var guidString = AssetDatabase.AssetPathToGUID(assetPath);
var hash = AssetDatabaseExperimental.GetArtifactHash(guidString);
AssetDatabaseExperimental.GetArtifactPaths(hash, out var paths);
foreach (var curVirtualPath in paths)
{
//The virtual path redirects somewhere, so we get the
//actual path on disk (or on the in memory database, accordingly)
var libraryPath = Path.GetFullPath(curVirtualPath);
var fileInfo = new FileInfo(libraryPath);
//We have some additional files that we create that we want to ignore
//They all have a size of 40
if (fileInfo.Length == 40)
continue;
var extension = (string.CompareOrdinal(fileInfo.Extension, libraryPath) == 0) ? "" : fileInfo.Extension;
assetPathInfo.Append($"{assetPath},{libraryPath},{fileInfo.Length},{extension}");
assetPathInfo.AppendLine();
}
++index;
}
//Data is ready, output it to a CSV file
var csvFilePath = "Assets/../FileSizes.csv";
File.WriteAllText(csvFilePath, assetPathInfo.ToString());
EditorUtility.ClearProgressBar();
Debug.Log($"Data saved to: {Path.GetFullPath(csvFilePath)}");
}
}
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