Hello there.
Does anyone know a good way to figure out why the primary dynamic library file of a build is too large?
Context: I currently have a situation in our game where the PS5 build has a very large Il2cppUserAssemblies.prx, which afaik is the primary dynamic libary file used by the PS5 build. Without any stripping or compression the file can have a size of up to 2GB in a debug config, which stops the build from running on PS5 afaik due to bandwith limits.
Now, afaik the corresponding dynamic library files on PC would be the GameAssemblies.pdb & GameAssemblies.dll. Given the same project, I've noticed that those files are also quite large, similar to the one on PS5.
My question would be how could I figure out what's causing the file to be come so large? (Even in release mode it's still roughly at 1.8GB)