Hello all,
I have worked on a pretty complex platform that works in all modern browsers. We have optimised the project to ensure it can run on an iPhone 6 to some obscure Chinese phone!
The only problem that I have encountered is that the Unity app loads really slow on Android Chrome. It takes over 30 seconds to load the app on my Galaxy note 9, while on my iPad in the Safari browser, less than 12 seconds.
Has anyone else encountered these issues before?
How did you overcome them?
Any help would be greatly appreciated!
We are using 2018.2 and build with webasm for Chrome and Safari asm.js
Consider working on two builds, there are lots of improvements in loading time for WebAssembly on 2018.3 and 2019.1.
It helped us running better on Android Chrome than on Safari and iOS.
Hi De-Panther,
Thank you for the insight. I have tested building on the latest version of 2019.1 it went from 27 seconds on Galaxy Note 9 to 22 seconds.
A good improvement, my goal is to get it down to 12 seconds, at least on high-end phones.
Will work on adding Streaming Instantiation. Not sure what else I can do. On my laptop it loads in 4 seconds and on my iPad about 10 seconds.
The app I have is very small and assets are dynamically loaded, not sure what else I can do.
So I managed to decrease loading time by about 27% with Brotli compression level 4.
Chrome is really slow compared to Firefox.
Galaxy Note 9: 17 seconds with Chrome and 10 seconds with Firefox
Xiomi Mi Max 2: 45 seconds with Chrome and 17 seconds with Firefox.
Anyone else had problems with Chrome going to figure out what the overall cause, just curious to see if anyone else has had the same issue.
I have experienced related difference on PC (not android) - firefox near 1.5-2x faster than chrome, on instantiation time/ But it’s not related to brotli or downloading (you can check in cached mode - it’s the same difference on startup). It’s related to webasm instantiation, as write other uses “there are lots of improvements in loading time for WebAssembly on 2018.3 and 2019.1.” but I can’t test it yet, not very problem for PC, but this difference may play a role for mobile as you point