ARTICLE AD BOX
I’m trying to reduce my Android build size below 100 MB, but I’m currently stuck at ~129 MB, with textures taking ~95% of the build according to the Build Report.
Project Setup
Unity version: 6000.3.5f1
Platform: Android
Build type: Release (Development Build OFF)
Scripting backend: IL2CPP
Target architecture: ARMv7 only
Output: APK
Current Build Size
Total build size: 129.38 MB
Textures: ~95.45% of the build
Assets
~300 sprites (2D mobile game)
Sprite Atlas: Enabled
Largest contributor:
Card Sprite Atlas.spriteatlasv2 → ~105 MBAudio:
Only 5 audio files, already optimized
Audio is not a significant factor
Texture Import Settings
Override for Android: Enabled
Max Size: 2048
Format: RGB(A) Compressed ASTC 12x12
Resize Algorithm: Mitchell
ETC2 fallback: Use build settings
I cannot lower Max Texture Size further (1024 / 512) without noticeable quality loss, so I’m specifically looking for non-destructive optimizations.
What I’ve already verified
Development Build disabled
Audio is optimized and minimal
No large unused assets
Build Report confirms Sprite Atlas textures as the bottleneck
What I’m looking for
Advanced Sprite Atlas optimization techniques (packing, padding, tight packing, atlas splitting, variants, etc.)
Common mistakes or pitfalls that cause atlases to become unexpectedly large
Any Unity 6–specific texture or build size optimizations that are easy to miss
At this point, I’m confident the issue is not basic import settings, so I’d really appreciate insights from people who’ve dealt with large Sprite Atlases on Android.
Thanks in advance!
