I will share a script that will list top biggest files referenced and used in your Unity project so you can optimize these files.
Here is the script: FindReferencedLargeAssets
using UnityEditor;
using UnityEngine;
using System.Linq;
using System.Collections.Generic;
using System.IO;
public class FindReferencedLargeAssets : EditorWindow
{
    [MenuItem("Tools/Find Referenced Large Assets")]
    public static void ShowWindow()
    {
        // Get all referenced assets
        HashSet<string> referencedPaths = GetReferencedAssetPaths();
        // Filter large assets (>1MB) and sort by size
        var largeReferencedAssets = AssetDatabase.GetAllAssetPaths()
            .Where(path => 
                !path.StartsWith("Assets/Editor") && 
                !path.StartsWith("Assets/StreamingAssets") &&
                referencedPaths.Contains(path) // Only referenced assets
            )
            .Select(path => new 
            {
                Path = path,
                Size = (new FileInfo(path)).Length / 1024 / 1024f // Size in MB
            })
            .Where(asset => asset.Size > 1) // Show files >1MB
            .OrderByDescending(asset => asset.Size)
            .Take(20); // Top 20 largest referenced files
        // Log results
        Debug.Log("=== LARGEST REFERENCED ASSETS (USED IN GAME) ===");
        foreach (var asset in largeReferencedAssets)
        {
            Debug.Log($"{asset.Path} - {asset.Size:F2} MB");
        }
    }
    // Get all asset paths referenced in scenes, prefabs, or Resources
    private static HashSet<string> GetReferencedAssetPaths()
    {
        HashSet<string> referencedPaths = new HashSet<string>();
        // 1. Check all scenes and prefabs
        string[] allScenePaths = AssetDatabase.FindAssets("t:Scene")
            .Select(guid => AssetDatabase.GUIDToAssetPath(guid))
            .ToArray();
        
        string[] allPrefabPaths = AssetDatabase.FindAssets("t:Prefab")
            .Select(guid => AssetDatabase.GUIDToAssetPath(guid))
            .ToArray();
        // 2. Find dependencies (recursively)
        foreach (string path in allScenePaths.Concat(allPrefabPaths))
        {
            string[] dependencies = AssetDatabase.GetDependencies(path, recursive: true);
            foreach (string dependency in dependencies)
            {
                referencedPaths.Add(dependency);
            }
        }
        // 3. Include everything in "Resources" folders (since they can be loaded dynamically)
        string[] resourcesAssets = AssetDatabase.FindAssets("", new[] { "Assets/Resources" })
            .Select(guid => AssetDatabase.GUIDToAssetPath(guid))
            .ToArray();
        
        foreach (string resourcePath in resourcesAssets)
        {
            referencedPaths.Add(resourcePath);
        }
        return referencedPaths;
    }
}
To run the script, go to tool menu and click the Find Referenced Large Assets inside it. Make sure you have this script inside Editor folder (make it if you don’t have).
There is also a pro version, which is a paid product. Get it here: https://creativeshop.ciihuy.com/product/large-assets-finder-script-by-ciihuycom/
Or get it from itch.io: https://ciihuycom.itch.io/large-assets-finder-script-by-ciihuycom