Description
Changelog
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What it does

  • Breaks down the last Web export by category (texture, audio, scene, font, 3D model/material) with size and percentage of the total
  • Flags textures that are neither disk-compressed nor within a reasonable resolution for their weight
  • Flags textures and audio/font files that are exported but not reachable from any project scene's dependency graph
  • Applies safe compression fixes to flagged textures with one click, always behind a confirmation dialog

How it works

Godot has no API to read back an already-built .pck, so the plugin captures per-file data live during export (EditorExportPlugin._export_file) rather than parsing the output afterward. Reported sizes are the size of what each file imports to, not the source file on disk, for a texture or audio file those can differ by an order of magnitude.

The one-click fix switches oversized, disk-uncompressed textures to Lossy, which reduces on-disk size without changing runtime memory behavior. VRAM Compressed and Basis Universal are not offered as an automatic fix, Godot's own docs recommend against them for 2D elements, and the right choice depends on how a texture is actually used in the scene.

Usage

  1. Enable the plugin in Project Settings → Plugins
  2. Run Project → Export… for a Web preset
  3. Open the Web Export Optimizer dock
  4. Review the category breakdown and flagged assets
  5. Apply fixes where relevant, then re-export to verify the result

Interface language

The panel follows Godot's own editor language (Editor Settings → Interface → Editor Language). Currently: English, Italian.

Built and tested against Godot 4.7.

Full documentation: see the bundled guide (docs/guide.html) and README.

Changelog for version v0.1.0

No changelog provided for this version.

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