Godot Version
v4.6.1.stable.mono.official [14d19694e]
Question
TL;DR
The .NET related DLL files are too large after export, and I wonder how to optimize.
Details
Currently I’ve almost finished a casual game with C#.
I was expecting it small in size when exported as there are neither heavy assets nor complicated scenes and architecture, but it came out with ~175MB in size for a Windows Release (unzipped, zipped ~75MB).
I created an empty project to test it out, and found that the .NET Assemblies are taking up much space. Here is my empty project with only an Main.cscreated by Godot’s dialog without any modifications:
This project was exported with the default Windows export config without Debug symbols, and here’s what I got:
The size-test-4.exe is large though, but it can be further optimized through customizing export templetes. But the *.dll files, which are likely .NET assembly related stuffs, are taking up to ~76MB, almost half the size of the artifact, and currently I haven’t found any docs on how to deal with them.
In comparison, I created another empty project with Godot 4.6.1 and export without creating the C# script, and the *.dll stuffs were gone completely.
Back to Godot 3.6 when mono was used, the .NET related files were moderate, as exporting an empty project with a default Main.cs would create an artifact like this:
Only 2.1M of space was taken by .NET, which indicates there’re further space for optimization in Godot4.
I’ve searched the Godot repo but haven’t found any related issues. If you know about any approach to reduce the size of them or I missed something, please let me know.
If there’s no further information, I’ll consider opening an issue about it.
Thank you for your help in advance!




