Guys can you confirm that in deed Data caching on the new unity 5.6 (f3, p1 & p2) is not working.
I’ve tried everything , and can not find a way to make it work
Which browser? Have you tried a different one?
So far, we’ve tried Firefox & Chrome under Windows and Chrome & Safari under Mac.
Tried with and without “Name files as hashes” - no effect.
My other settings are :
WEB GL Memory size - 400
Compression - None
Data caching - On
Debug symbols - Off
WebAssembly - Off
I am using Unity 5.6 p2 on Windows for the build.
Wast leek with the 5.5.2 p4, the cache was working with the same server and server settings
It might not matter but how big is your data file?
xxxxx.data.unityweb - 66 mb
xxxxx.asm.code.unityweb - 27.7 mb
Is the data file smaller with Unity 5.5? I am wondering if you are exceeding the browser’s indexedDB size limits.
They are about the same
xxxx.data - 65.9 mb
xxxx.asm.js - 26.7 mb
Could you also check whether you can find the file here: chrome://cache?
So i update to the yesterday’s patch 5.6.0 p3 - still no cache
Let me show you the FF console :
SOME TIMES the asm.* files are cached , but after a few page refreshes and and they are downloaded again
As for the chrome, i’ve cleaned the browser cache and go to your link (witch was indeed empty) and them i open the game.
At first i saw them (data and asm.js) in the cahce, but after they have finished loading , they disappeared from the cache list. Tried a second refresh on the game. Same thing. Saw them in the cache list and as soon they are loaded, they are removed from the list.
I can see the assets bundle urls in the cache list , and they seams to work fine
Any help will be appreciated
it happen same to me , this is my Case 909706
bro have you find the problem, have you fixed ? what windows use ? mine is Win 10
also have you try to Cloud Build ¿?
Hi, I’ve got the same problem on Unity 5.6.0f3(64-bit). Data file (.data.unityweb) is 53.5M and it’s the only one in these files that is not cached. All other files are cached and is visible under chrome://cache.
Anyone got a solution, please let me know penghui.zhang@foxmail.com. Thanks!
Well ,for me, it seem that chrome download everytime (i can see the file on chrome://cache/), but according the loading animation and console, it download it again.
On firefox :
With GZ off , so without :
First load without gz :
Second load without gz :
The size is 6.07
Now with GZ, so with :
First load witht gz :
Second load with gz :
The size is 27.76 , (transfered 6.07 in the first load)
It’s normal ?
Everything was fine with unity 5.5 on firefox and chrome, but with unity 5.6, caching seem to work only on firefox.
Thank you.
all version on unity 5.6 up no data catching , unity doesn’t care about webgl , i move to unity 5.5.3
Same here … we went back to 5.5 because of the unity web gl cache bug.
I’ve read every thread related to web gl + caching + unity 5.6, and the response from the unity team is -
Your build size is too big, try using assets to reduce the size.
Please tell me how the 66mb are cached when building with 5.5 and NOT CACHED with 5.6 ?
For me, the problem is the new .unityweb extension.
Also , they tell us to use to use the asset bundle and it sound logic but the asset bundle use more memory than a biger build. I have a difference of 50MB of memory by using or not the asset bundle and if we want to be below the 256MB in order to allow 32bit web browser to run our content, we must not use it for the big part of our game (generaly the main content).
bro your game is awesome, how to optimize to player 14 players ?
It has been a long process for me. A big review has been done on all scripts in order to call it only when needed, shader optimization,model optimization ect…
i have 48 megabyte on my project and not data cached , i try also 5.6.1 and same problem, i try also on cloud build and same on all version from 5.6 up,




