Optimizing a build for size
Rationale
Sometimes, it is desired to optimize a build for size rather than speed. This means not compiling unused functions from the engine, as well as using specific compiler flags to aid on decreasing build size. Common situations include creating builds for mobile and Web platforms.
This tutorial aims to give an overview on different methods to create a smaller binary. Before continuing, it is recommended to read the previous tutorials on compiling Godot for each platform.
See also
You can use the online Godot build options generator to generate a custom.py
file containing SCons options. You can then save this file and place it at the root of your Godot source directory.
Disabling 3D
For 2D games, having the whole 3D engine available usually makes no sense. Because of this, there is a build flag to disable it:
scons p=windows target=release tools=no disable_3d=yes
Tools must be disabled in order to use this flag, as the editor is not designed to operate without 3D support. Without it, the binary size can be reduced by about 15%.
Disabling advanced GUI nodes
Most small games don’t require complex GUI controls such as Tree, ItemList, TextEdit or GraphEdit. They can be disabled using a build flag:
scons p=windows target=release tools=no disable_advanced_gui=yes
Disabling unwanted modules
A lot of Godot’s functions are offered as modules. You can see a list of modules with the following command:
scons --help
The list of modules that can be disabled will appear, together with all build options. If you are working on a simple 2D game, you could disable a lot of them:
scons p=windows target=release tools=no module_arkit_enabled=no module_assimp_enabled=no module_bmp_enabled=no module_bullet_enabled=no module_camera_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_etc_enabled=no module_gdnative_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_mobile_vr_enabled=no module_opensimplex_enabled=no module_opus_enabled=no module_pvr_enabled=no module_recast_enabled=no module_regex_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webm_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_xatlas_unwrap_enabled=no
If this proves not to work for your use case, you should review the list of modules and see which ones you actually still need for your game (e.g. you might want to keep networking-related modules, regex support, or theora/webm to play videos).
Alternatively, you can supply a list of disabled modules by creating custom.py
at the root of the source, with the contents similar to the following:
# custom.py
module_arkit_enabled = "no"
module_assimp_enabled = "no"
module_bmp_enabled = "no"
module_bullet_enabled = "no"
module_camera_enabled = "no"
module_csg_enabled = "no"
module_dds_enabled = "no"
module_enet_enabled = "no"
module_etc_enabled = "no"
module_gdnative_enabled = "no"
module_gridmap_enabled = "no"
module_hdr_enabled = "no"
module_jsonrpc_enabled = "no"
module_mbedtls_enabled = "no"
module_mobile_vr_enabled = "no"
module_opensimplex_enabled = "no"
module_opus_enabled = "no"
module_pvr_enabled = "no"
module_recast_enabled = "no"
module_regex_enabled = "no"
module_squish_enabled = "no"
module_svg_enabled = "no"
module_tga_enabled = "no"
module_theora_enabled = "no"
module_tinyexr_enabled = "no"
module_upnp_enabled = "no"
module_vhacd_enabled = "no"
module_vorbis_enabled = "no"
module_webm_enabled = "no"
module_webrtc_enabled = "no"
module_websocket_enabled = "no"
module_xatlas_unwrap_enabled = "no"
See also
Optimizing for size instead of speed
Godot 3.1 onwards allows compiling using size optimizations (instead of speed). To enable this, set the optimize
flag to size
:
scons p=windows target=release tools=no optimize=size
Some platforms such as WebAssembly already use this mode by default.
Compiling with link-time optimization
Enabling link-time optimization produces more efficient binaries, both in terms of performance and file size. It works by eliminating duplicate template functions and unused code. It can currently be used with the GCC and MSVC compilers:
scons p=windows target=release tools=no use_lto=yes
Linking becomes much slower and more RAM consuming with this option, so it should be used only for release builds.
Stripping binaries
If you build from source, remember to strip debug symbols from binaries:
strip godot.64