It seems like at least some of this could be put in a shared JavaScript file that all Unity WebGL games could use. Then, that file could be hosted somewhere, the way the JQuery does, so that users aren’t constantly downloading massive amounts of duplicate code. My 6mb Web Player game is now a 220mb WebGL game. There is no way I can handle those bandwidth costs. Having ~37 megs of it already in the users cache before they get to my game would be a game changer (pun intended) for me and very convenient for the end user.
Also, shouldn’t Unity minify the JS in the build process?
If your 6 MB Web Player game is now 220MB, you are not building and hosting it correctly. There are countless threads on this subject. Also, read: Unity - Manual: Build your WebGL application
To be fair, those docs were helpful. However, it still feels like there is tons of redundant code being downloaded across all Unity WegGL games. It just seems like a significant amount of code could be shared across applications.