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The Antares Alien

Power BI   |  Game Development

  • Writer's pictureBrent Jones

Displaying Unity's Game Build Log

Updated: Sep 8, 2022

If you ever want or need to display Unity's build report with graphs and charts, you can do that with Power BI. Why do this in the first place? Well, the build report provides a summary of what assets in your game take up the most space. Using Power BI, you will be able see this much easier - analyzing file types and folders in addition to the asset type.

See my updated post here which includes a Power BI template file for download:

Source code can be found at the bottom of this post.

1. Save the Unity Build Report

First, you can access Unity's game build report by: Window > General > Console > Open Editor Log (create a build first). You'll then need to save the output somewhere on your computer. For more information on the log, go to

2. Connect Power BI to the Report

Open up Power BI and navigate to "Get Data". Since the data is a text file, select the option for Text/CSV. Select your file from the above step. You'll then be presented with a snapshot of the data. Go ahead and select "transform data". Here we will do a bit of data manipulation with Power Query in order to get the juicy parts of the build report.

3. Clean it up First

The first thing you'll notice is that Power BI brought in the data with columns. We chose Text/CSV as our connection method, so any commas that appear in the data will be treated as field separators.

In order to get everything back in one column, I simply created a custom column to concatenate each column with a comma.

Concatenate Columns

I then just removed the other columns to make it look cleaner. Of course, the number of columns will be specific to your build report (because yours may have more or less commas in your file names, etc.).

4. Filter Down to the Build Report

Next we need to remove all of the stuff that appears first in the log. For the purposes of this project, it is not needed. I want to get to the "Build Report", which is about half-way down the log.

Unity Build Report

4a) Add a custom column which has a logic formula to check if the current line is "Build Report". If it is, then return 1, else return null.

Build Report Check Formula

4b) Next we will use Power Query's "Fill Down" function to fill all values that are null will the last value that wasn't null.

Fill Down

5c) Now, we can filter out any null values from the data set. This will return the build report (almost).

Filter out Null

5d) Since the build report will always be just those 10 categories, we can simply select the top n rows with the "Remove Rows" function button.

I did this in 2 steps:

  • Remove the first two rows, since those were just descriptive text.

  • Then kept the first 10 rows.

Here is what we are left with:

Top N Rows

6. Split the Column

Now we need to split the column to separate it into useful fields. Here you can use the "Column by Example" feature for each field you want (there are 3 fields so you would need to perform this 3 times each). You can check out my other post on Column By Example.

Column by Example

7. Convert the size to Kilobytes

Lastly, we just need to convert the file sizes to be the same across the board. I chose to convert everything to kilobytes, but it's up to you. There are a number of ways to do this, but I ended up just creating a custom column with a logic formula.

If the "Size" column = "mb" then multiply by 1000, else return the Bytes.

Megabyte to Kilobyte Conversion

Other Analysis

You can apply the same steps to get other data from the game build log. I used it to get the assets as well. From there I extracted the file type to show that in a graph as well.


Source Code (Power Query - M)


// This returns the main query called "Editor"
    Source = Csv.Document(
        [Delimiter=",", Columns=7, Encoding=1252,
    #"Changed Type" = Table.TransformColumnTypes(Source,{
        {"Column1", type text}, 
        {"Column2", type text}, 
        {"Column3", type text},
        {"Column4", type text}, 
        {"Column5", type text}, 
        {"Column6", type text},
        {"Column7", type text}

    #"Added Custom1" = Table.AddColumn(#"Changed Type", "Line Text",

    #"Removed Other Columns" = Table.SelectColumns(
        #"Added Custom1",{"Line Text"}),

    #"Added Custom" = Table.AddColumn(
        #"Removed Other Columns", "Build Report Check",
            if Text.Contains(
                [Line Text],"Build Report") then 1 
            else null

    #"Filled Down" = Table.FillDown(
        #"Added Custom",{"Build Report Check"}),

    #"Filtered Rows" = Table.SelectRows(#"Filled Down",
        each ([Build Report Check] = 1))
    #"Filtered Rows"


// This part returns the Build Report
    Source = Editor,
    #"Removed Top Rows" = Table.Skip(Source,2),
    #"Renamed Columns" = Table.RenameColumns(#"Removed Top Rows",{
        {"Line Text", "Build Report"}

    #"Kept First Rows" = Table.FirstN(#"Renamed Columns",10),
    #"Inserted Text Before Delimiter" = Table.AddColumn(
        #"Kept First Rows", 
            Text.BeforeDelimiter([Build Report], " "), 
            type text

    #"Added Custom Column" = Table.AddColumn(
        #"Inserted Text Before Delimiter", 
                splitBuildReport = List.Reverse(
                        " ", QuoteStyle.None
               ([Build Report])
            in splitBuildReport{3}?,
            type number

    #"Added Custom Column1" = Table.AddColumn(
        #"Added Custom Column", 
            splitBuildReport = 
                    "     ", 
                    ([Build Report])
        in Text.End(splitBuildReport{0}?, 2),
        type text

    #"Added Custom" = Table.AddColumn(
        #"Added Custom Column1", 
            if [Bytes]="mb" then Number.From([Size]) * 1000 
            else Number.From([Size]),
            type number

    #"Removed Other Columns" = Table.SelectColumns(
        #"Added Custom",
        {"Asset", "Kilobytes"}
    #"Removed Other Columns"


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