I used Unity2020.3.28 and placed the WebGL build on S3, and I was able to confirm that the app starts on Windows and Mac, but the app does not start on Android and iOS.
Reading is interrupted at the point where the indicator is about 90%, and reading is repeated from 0 again.
After trying various things, I confirmed that it starts normally when the capacity of the application is reduced from 400MB to 100MB, so I guess it is because the memory capacity is exceeded.
Is there a way to make it work on mobile even with 400MB?
The browser uses Chrome.
When I connected to the PC, such an error occurred.
Is this a script error?
X_Build.loader.js:1 Uncaught (in promise) RangeError: Offset is outside the bounds of the DataView
at DataView.getUint32 ()
at X_Build.loader.js:1:5815
(anonymous) @ X_Build.loader.js:1
Promise.then (async)
(anonymous) @ X_Build.loader.js:1
callRuntimeCallbacks @ X_Build.framework.js:2
preRun @ X_Build.framework.js:2
run @ X_Build.framework.js:2
runCaller @ X_Build.framework.js:2
removeRunDependency @ X_Build.framework.js:2
receiveInstance @ X_Build.framework.js:2
receiveInstantiatedSource @ X_Build.framework.js:2
Promise.then (async)
doNativeWasm @ X_Build.framework.js:2
(anonymous) @ X_Build.framework.js:2
unityFramework @ X_Build.framework.js:2
(anonymous) @ X_Build.loader.js:1
Promise.then (async)
u @ X_Build.loader.js:1
(anonymous) @ X_Build.loader.js:1
createUnityInstance @ X_Build.loader.js:1
script.onload @ index.html:94
load (async)
(anonymous) @ index.html:93[/ICODE]