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Copy file name to clipboardexpand all lines: README.md
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[](https://github.com/JohannesDeml/UnityWebGL-LoadingTest/releases)[](https://unity3d.com/get-unity/download/archive)
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[](https://github.com/JohannesDeml/UnityWebGL-LoadingTest/releases)[](https://unity3d.com/get-unity/download/archive)
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*Testing Unity's WebGL capabilities for different versions and platforms*
* The server is configured to support wasm streaming and brotli compression, see [.htaccess 2020](./Configuration/2020/.htaccess)[.htaccess 2019](./Configuration/2019/.htaccess)
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* The builds are optimized for speed. When switching to Size and changing the C++ config to Master, the size decreases by ~40 KB ( Example: [2021.1.0f1 Min Size (2.45MB)](https://deml.io/experiments/unity-webgl/2021.1.0f1-minsize/) ).
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* In order to get rid of the warning on android/iOS it is removed in a post process build step ([File](./Assets/Scripts/Editor/RemoveMobileSupportWarningWebBuild.cs))
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* You might need to reload the page on android/iOS when running the first time
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* This is a very small example. When building larger WebGL applications, you might run into problems with memory or compile errors. I recommend to build from the start and very often, to catch the changes that create those problems.
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* If you want to have the smallest file size possible, take a look at [Project Tiny](https://forum.unity.com/forums/project-tiny.151/) or web-specific libraries like [Three.js](https://threejs.org/).
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* URP adds additional 2.5 MB file size compared to the builtin render pipeline.
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* URP adds additional ~2.5 MB file size compared to the builtin render pipeline.
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* Removing the default skybox will save ~30kb.
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* In general the performance for URP seems to be better compared to builtin, but it has a larger build size.
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* Internet Explorer does not work for Unity WebGL builds, since it does not support wasm.
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