Unity 5.6 wasm caching

Hi there,

I marked a cache checkbox in player settings for webgl export. At first it worked like a charm, but soon after it stopped working. I assume it’s due to other settings changed, but I cannot find which one. The build times are very long and it’s pretty frustrating to try and find the correct settings. Anybody experienced a similar issue and know how to solve it? Thanks in advance.

Could you try on more than one browser? (To see if it’s a browser’s specific problem)

Build times are indeed longer when WebAssembly is enabled in Unity. For normal day-2-day development, when you iterate on your project, we recommend you don’t enable wasm.

The issue seems to occur in both wasm and when it’s disabled, both in firefox and chrome. Unity version 5.6.0f3.
And yes, for normal day to day development I just use the editor :slight_smile: At the end of the day I make builds to make sure theres no screw ups in networking or performance.
I uploaded the client on this url: http://fps-game-client.herokuapp.com/ (this build is not wasm, but asm.js ?), it’s quite heavy though - nearly 300 mb’s.
The plan is to minify textures, meshes, other things in the end, but the map will get updated heavily too so in the end it will stay at around that size, therefore caching is a must.

3055607--229410--settings_2.png

300mb of data is quite large and some browsers might not be able to cache it. I suggest you reduce the size of the initial download by using asset bundles.

It somehow got fixed, when I changed my assets to a test scene of 50 MB. Not sure if it’s due to those assets or some other settings that I changed. Will take a look at asset bundles, 300 MB is indeed very huge.