- Which platforms does it estimate?
- Mobile (iOS, Android), console (PlayStation, Xbox, Switch), desktop, web (WebGL/WebGPU). Each has different compression and texture format defaults.
- What asset types?
- Textures (with format/compression), audio (bitrate-based), meshes (vertex/tri counts), animations, and code blobs. Covers the big contributors to bundle size.
- Is this for Unity, Unreal, or generic?
- Generic math — works for any engine. Unity and Unreal have specific platform compression; the estimator's defaults approximate the common cases.
- Can I set platform-specific overrides?
- Yes — per-platform compression settings. Useful for spotting the biggest bundle on each platform.