I created a blank scene without any script and removed all packages, then i added a box with a material assigned to containing four 10mb textures(resolution: 4k -compression: normal) , then i made a Webgl1 build with brotli compression with .wasm format. (build size:28 mb)
An ios device with 1GB ram stuck on 90% while loading (which means there’s not enough allocated ram!)
while memory allocation limit on this device is 645mb.
how is it possible that such a small project decompressed and heap size exceed 645 megabytes ?!
this is the Editor log :
Build Report
Uncompressed usage by category (Percentages based on user generated assets only):
Textures 42.7 mb 75.9%
Meshes 0.0 kb 0.0%
Animations 0.0 kb 0.0%
Sounds 0.0 kb 0.0%
Shaders 151.9 kb 0.3%
Other Assets 5.7 kb 0.0%
Levels 10.5 kb 0.0%
Scripts 270.5 kb 0.5%
Included DLLs 13.2 mb 23.3%
File headers 8.0 kb 0.0%
Total User Assets 56.3 mb 100.0%
Complete build size 85.4 mb
Used Assets and files from the Resources folder, sorted by uncompressed size:
10.7 mb 12.3% Assets/test size/4.jpg
10.7 mb 12.3% Assets/test size/3.jpg
10.7 mb 12.3% Assets/test size/2.jpg
10.7 mb 12.3% Assets/test size/1.jpg
153.2 kb 0.2% Resources/unity_builtin_extra
0.9 kb Assets/test size/New Material.mat
4.1 kb 0.0% C:/Program Files/Unity 2019.1.4f1/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
4.1 kb 0.0% C:/Program Files/Unity 2019.1.4f1/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/Standalone/UnityEngine.UI.dll
0.9 kb 0.0% C:/Program Files/Unity 2019.1.4f1/Unity/Editor/Data/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll