I built unity project to WebGL.
But it working on browser very slow and can't check on iPhone.
How can we do that?
I think reason of slow loading speed is that project include some videos.
If I delete theses files speed can be fast?
I did but still slow.
Please help me
Built project structure
Videos
Related
I am trying to make CV/portfolio-ish game with WebGL build and I want to show people my previous games.
I wonder if there is anyway to run my previous games exes on WebGL at runtime. Like game inside game but I don't want to move all of the assets, codes etc. Opening extra web page with WebGL is an option but I want to try my question first.
Thanks.
My Unity project builds to about 16MB for WebGL. I have a build script that enforces settings such as build size, compression, included scenes (we use asset bundling), and more.
When switching from 2018.2 to 2018.4 my build size went from 16MB to 40MB. I have double checked all the build settings, scene inclusion and asset bundle settings. Everything is the same.
I cannot find any reason why it would be so large, or any related issues on the forums / questions. Any ideas of where to start? Happy to provide settings in full if that would help.
I tried on both a windows and mac with same results.
The issue was the introduction of nested prefabs between 2018.2 and 2018.4. I had a build script that removed my theme song audio files from a prefab on my first scene, so that it could be loaded from an asset bundle on webgl. On 2018.2 the prefab auto saved and this was fine, the audio files were taken out of the build so it only existed in the asset bundle, on 2018.4 however you have to manually save the prefab, so the large audio files existed in the build as well as my asset bundle.
note: for those curious, i dont use asset bundles for iOS or Android so thats why i leave the audio files in the first scene. I have a custom webgl build script
I want to play webM files in my iOS project. I have installed pod 'MobileVLCKit' and it is working perfectly fine. But only the framework is the size of 1.58GB. This is too much to have in any project. Any other option available to play webM files or is there any way to reduce this framework size?
I've downloaded the Unity Vimeo SDK and gotten a video to stream in the editor without a problem. But in a build (I've tried both Android and Windows) the video player screen remains grey and the video never loads. This happens even with the example scenes. Any suggestions?
Thanks for the feedback! Are you saving the scene and adding it to build settings before trying to build? would also recommend toggling Development Build and Script Debugging on so you can see console errors in Unity during runtime
Is it possible in Unity to upload and download files while in a game? I want to make a minecraft-style building game and allow the user to import and use their own models (.obj files, etc), while in the game. I've been using Playfab for a backend and Photon for online cabilities, but as far as I can tell it will only work with image files (in Playfab). Is there a way to accomplish this and what would I need to use?
Yes, the way to go is to use Asset Bundles
Asset Bundles are platform specific assets that you create in Unity, but that you don't put in your build. Instead you can download them later, just as you want.
The process is a bit long, but not that difficult. The unity manual is actually really good and it should be easy to follow. Here is the link:
Asset Bundles documentation